##### new faction list written by Happy spider
focus_tree = {
	id = canaan_nf
	country = {
		factor = 0
		modifier = {
			add = 110
			tag = NCN
		}
	}
	default = no
	focus = {
		id = NCN_judge_1
		icon = GFX_goal_NCN_Generic
		cost = 7
		x = 42
		y = 0
		completion_reward = {
			country_event = nf_ncn.1
		}
	}

	focus = {
		id = NCN_judge_2
		icon = GFX_goal_NCN_Generic
		cost = 7
		prerequisite = {
			focus = NCN_judge_1
		}
		x = 0
		y = 1
		relative_position_id = NCN_judge_1

		completion_reward = {
			country_event = nf_ncn.2
		}
	}

	focus = {
		id = NCN_judge_3
		cost = 7
		prerequisite = {
			focus = NCN_judge_2
		}
		icon = GFX_goal_NCN_Generic
		x = 0
		y = 2
		relative_position_id = NCN_judge_1

		completion_reward = {
			country_event = nf_ncn.3
		}
	}

	focus = {
		id = NCN_judge_4
		cost = 7
		prerequisite = {
			focus = NCN_judge_3
		}
		icon = GFX_goal_NCN_Generic
		x = 0
		y = 3
		relative_position_id = NCN_judge_1

		completion_reward = {
			country_event = nf_ncn.4
		}
	}

	### Decadence branch ###
	focus = {
		id = NCN_decadence_clutches
		icon = GFX_goal_bottlecap
		cost = 45
		prerequisite = {
			focus = NCN_judge_4
		}

		x = 5
		y = 1
		relative_position_id = NCN_judge_4
		ai_will_do = {
		base = 4000
		}
		completion_reward = {
			add_political_power = 100
			set_temp_variable = { caps_to_add = 150 }
				add_caps = yes
			custom_effect_tooltip = unlock_incidents_tt
					add_to_variable = {
				var = ncn_decadence
				value = 3
			}
			update_ncn_decadence = yes
			custom_effect_tooltip = ncn_decrease_decadence_3
		}
	}
	### timekeepers reaction ###
	focus = {
		id = NCN_end_of_timekeepers
		icon = GFX_goal_generic_alarm_clock
		cost = 30
		prerequisite = {
			focus = NCN_decadence_clutches
		}
		x = 0
		y = 1
		relative_position_id = NCN_decadence_clutches
		available = {
			custom_trigger_tooltip = {
				tooltip = ncn_timekeepers_incident_tt
				has_country_flag = ncn_timekeepers_incident
			}
		}
		available = {
		controls_state = 457
		controls_state = 378
		}
		completion_reward = {
			496 = {
				set_temp_variable = {
					pop_add = -2800
				}
				add_state_population = yes
			}
			457 = {
				set_temp_variable = {
					pop_add = 1600
				}
				add_state_population = yes
			}
			378 = {
				set_temp_variable = {
					pop_add = 1200
				}
				add_state_population = yes
			}
		}
	}

	focus = {
		id = NCN_welcome_dwellers
		icon = GFX_goal_HEA_focus_mercy_for_the_wicked
		cost = 30
		prerequisite = {
			focus = NCN_end_of_timekeepers
		}
		mutually_exclusive = {
			focus = NCN_reject_unrepentant
		}

		x = -1
		y = 1
		relative_position_id = NCN_end_of_timekeepers

		completion_reward = {
			custom_effect_tooltip = NCN_welcome_dwellers_tt
			custom_effect_tooltip = ncn_increase_decadence_5
			add_to_variable = {
				var = ncn_decadence
				value = 5
			}
			update_ncn_decadence = yes
		}
	}

	focus = {
		id = NCN_reject_unrepentant
		icon = GFX_goal_HEA_focus_declaration_of_crusade
		cost = 30
		prerequisite = {
			focus = NCN_end_of_timekeepers
		}
		mutually_exclusive = {
			focus = NCN_welcome_dwellers
		}

		x = 1
		y = 1
		relative_position_id = NCN_end_of_timekeepers

		completion_reward = {
			custom_effect_tooltip = NCN_reject_unrepentant_tt
		}
	}

	### Explore ogden armory ###

	focus = {
		id = NCN_explore_ogden_armory
		icon = GFX_goal_generic_advanced_firearms_focus
		cost = 14
		prerequisite = {
			focus = NCN_decadence_clutches
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = ncn_ogden_incident_tt
				has_country_flag = ncn_ogden_incident
			}
		}

		x = 5
		y = 1
		relative_position_id = NCN_decadence_clutches

		completion_reward = {
			add_equipment_to_stockpile = {
				type = ballistic_equipment_2
				amount = 200
				producer = USA
			}
			add_equipment_to_stockpile = {
				type = ballistic_equipment_1
				amount = 200
				producer = UTH
			}
			add_equipment_to_stockpile = {
			type = radio_equipment_1
			amount = 125
			producer = usa
			}
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = 200
				producer = USA
			}
			
			add_equipment_to_stockpile = {
				type = light_motorized_equipment_1
				amount = 50
				producer = UTH
			}
		}
	}

	focus = {
		id = NCN_arms_for_church
		icon = GFX_goal_HEA_focus_arming_the_clergy
		cost = 30
		prerequisite = {
			focus = NCN_explore_ogden_armory
		}
		mutually_exclusive = {
			focus = NCN_arms_for_officers
		}

		x = -1
		y = 1
		relative_position_id = NCN_explore_ogden_armory

		completion_reward = {
			custom_effect_tooltip = ncn_increase_decadence_5
			add_to_variable = {
				var = ncn_decadence
				value = 5
			}
			update_ncn_decadence = yes
			add_stability = 0.05
			add_political_power = 50
			add_to_variable = { NCN_conscription = 0.005 }
			custom_effect_tooltip = NCN_ARMS_Church_tt
		}
	}

	focus = {
		id = NCN_arms_for_officers
		icon = GFX_goal_generic_land_doctrines_focus
		cost = 30
		prerequisite = {
			focus = NCN_explore_ogden_armory
		}
		mutually_exclusive = {
			focus = NCN_arms_for_church
		}

		x = 1
		y = 1
		relative_position_id = NCN_explore_ogden_armory

		completion_reward = {
			add_war_support = 0.05
			army_experience = 30
		}
	}

	focus = {
		id = NCN_distribute_arms_tribal
		icon = GFX_goal_generic_artillery
		cost = 45
		prerequisite = {
			focus = NCN_explore_ogden_armory
		}

		x = 0
		y = 2
		relative_position_id = NCN_explore_ogden_armory

		available = {
			custom_trigger_tooltip = {
				tooltip = threat_greater_than_25
				check_variable = {
					var = ncn_threat
					value > 25
				}
			}
			has_completed_focus = NCN_direct_assistance
		}

		completion_reward = {
			custom_effect_tooltip = ncn_guarantee_weapons_tt
			every_country = {
				limit = {
					has_idea = ncn_idea_mormon_mission
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 50
					producer = USA
				}
			}
		}
	}

	### Follower Expeditions ###
	focus = {
		id = NCN_follower_1
		cost = 45
		icon = GFX_goal_VEG_Follower_Support
		prerequisite = {
			focus = NCN_decadence_clutches
		}

		x = 9
		y = 1
		relative_position_id = NCN_decadence_clutches

		available = {
			custom_trigger_tooltip = {
				tooltip = ncn_followers_incident_tt
				has_country_flag = ncn_followers_incident
			}
		}
		completion_reward = {
		add_political_power = 100
			551 = {
				if = {
					limit = {
						is_valid_state_for_civilian_factory = yes
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
				add_resource = { 
							type = water
							amount = 3
							}
							add_resource = { 
							type = energy
							amount = 3
							}
						}
				random_owned_state = {
				limit = {
					is_valid_state_for_civilian_factory = yes
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			random_owned_state = {
				limit = {
					is_valid_state_for_civilian_factory = yes
				}
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
				}
		}
	}


	focus = {
		id = NCN_follower_2r
		cost = 30
		icon = GFX_goal_NCN_Their_Father_Is_Dead
		prerequisite = {
			focus = NCN_follower_1
		}
		mutually_exclusive = {
			focus = NCN_follower_2l
		}
		available = {
			NOT = {
				has_dynamic_modifier = {
					modifier = followers_influence_modifier
				}
			}
		}
		ai_will_do = {
			modifier = {
				factor = 0.2
				NCN_has_ai_behavior_daniel = yes
			}
		}

		x = 1
		y = 1
		relative_position_id = NCN_follower_1

		completion_reward = {
			add_stability = 0.02
			custom_effect_tooltip = ncn_followers_expelled_tt
			set_country_flag = followers_expelled
		}
	}

	focus = {
		id = NCN_follower_2l
		cost = 30
		icon = GFX_goal_NEW_bio_med_gel_experiments
		prerequisite = {
			focus = NCN_follower_1
		}
		mutually_exclusive = {
			focus = NCN_follower_2r
		}
		available = {
			NOT = { has_idea = followers_rejected_idea }
		}
		ai_will_do = {
			modifier = {
				factor = 0.2
				NCN_has_ai_behavior_jeremiah = yes
			}
		}

		x = -1
		y = 1
		relative_position_id = NCN_follower_1

		completion_reward = {
			custom_effect_tooltip = ncn_increase_decadence_5
			add_to_variable = {
				var = ncn_decadence
				value = 5
			}
			update_ncn_decadence = yes
			if = {
				limit = {
					has_tech = med_company_tech_6
				}

			}
			else_if = {
				limit = {
					has_tech = med_company_tech_5
				}
				set_technology = {
					med_company_tech_6 = 1
				}
			}
			else_if = {
				limit = {
					has_tech = med_company_tech_4
				}
				set_technology = {
					med_company_tech_5 = 1
				}
			}
			else_if = {
				limit = {
					has_tech = med_company_tech_3
				}
				set_technology = {
					med_company_tech_4 = 1
				}
			}
			else_if = {
				limit = {
					has_tech = med_company_tech_2
				}
				set_technology = {
					med_company_tech_3 = 1
				}
			}
			else_if = {
				limit = {
					has_tech = med_company_tech_1
				}
				set_technology = {
					med_company_tech_2 = 1
				}
			}
			else = {
				set_technology = {
					med_company_tech_1 = 1
				}
			}
		}
	}

	focus = {
		id = NCN_follower_3
		cost = 30
		prerequisite = {
			focus = NCN_follower_2l
		}
		icon = GFX_goal_generic_workshop
		x = -1
		y = 2
		relative_position_id = NCN_follower_1

		completion_reward = {
			add_to_variable = {
				var = ncn_decadence
				value = 5
			}
			update_ncn_decadence = yes
			551 = {
				add_building_construction = {
					type = bunker
					level = 1
					province = {
						all_provinces = yes
						limit_to_victory_point = yes
					}
				}
			}
			custom_effect_tooltip = NCN_follower_3_tt
			if = {
				limit = {
					has_global_flag = followers_system_toggle_enabled_global_flag
					NOT = {
						has_country_flag = followers_established
					}
				}
				establish_followers = yes
			}
			if = {
			limit = {
			has_idea = followers_established_idea
			}
			551 = {	
			add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
					add_resource = {
					type = water
					amount = 3
					}
					add_resource = {
					type = energy
					amount = 3
					}
					
					
				}
			}
				240 = {
				add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
				add_resource = {
					type = water
					amount = 3
					}
					add_resource = {
					type = energy
					amount = 3
					}
		}
	}

	focus = {
		id = NCN_follower_4
		cost = 30
		prerequisite = {
			focus = NCN_follower_2l
		}
		x = 1
		y = 2
		relative_position_id = NCN_follower_1
		icon = GFX_goal_chem_super_stim
		completion_reward = {
			add_ideas = {
				ncn_medics_of_lord
			}
		}
	}

	### Bargain with utah traders ###

	focus = {
		id = NCN_bargain_with_utah_traders
		icon = GFX_goal_bottlecap
		cost = 45
		prerequisite = {
			focus = NCN_decadence_clutches
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = ncn_traders_incident_tt
				has_country_flag = ncn_traders_incident
			}
		}

		x = 13
		y = 1
		relative_position_id = NCN_decadence_clutches

		completion_reward = {
			custom_effect_tooltip = ncn_unlock_daniel_tt
		551 =  {
		add_state_modifier = {
					modifier = {	
				 caps_trade_node_route_limit = 1 }
				}
			}
			add_to_variable = { NCN_diplomacy_distance = 33 }
			add_to_variable = { ncn_diplomacy_distance_factor = 0.05 }
			force_update_dynamic_modifier = yes
		}
	}

	focus = {
		id = NCN_preach_to_caravans
		icon = GFX_goal_NCN_Generic
		cost = 45
		prerequisite = {
			focus = NCN_bargain_with_utah_traders
		}
		mutually_exclusive = {
			focus = NCN_introduce_road_tariffs
		}

		x = 0
		y = 1
		relative_position_id = NCN_bargain_with_utah_traders

		completion_reward = {
			add_offsite_building = {
				type = industrial_complex
				level = 2
			}
			custom_effect_tooltip = ncn_preach_to_caravans_tt
			every_country = {
				limit = {
					has_idea = ncn_idea_mormon_mission
				}
				add_opinion_modifier = {
					target = NCN
					modifier = preached_to
				}
			}
		}
	}


	focus = {
		id = NCN_funnel_trade
		icon = GFX_goal_fallout_tool
		cost = 30
		prerequisite = {
			focus = NCN_preach_to_caravans
		}

		x = 0
		y = 1
		relative_position_id = NCN_preach_to_caravans

		bypass = {
			all_owned_state = {
				infrastructure > 5
			}
		}

		completion_reward = {
			random_owned_state = {
				limit = {
					infrastructure < 6
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
			random_owned_state = {
				limit = {
					infrastructure < 6
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			random_owned_state = {
				limit = {
					infrastructure < 6
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}

	focus = {
		id = NCN_introduce_road_tariffs
		icon = GFX_goal_original_highwayman
		cost = 45
		prerequisite = {
			focus = NCN_bargain_with_utah_traders
		}
		mutually_exclusive = {
			focus = NCN_preach_to_caravans
		}

		x = 3
		y = 1
		relative_position_id = NCN_bargain_with_utah_traders

		completion_reward = {
			custom_effect_tooltip = ncn_increase_decadence_5
			add_to_variable = {
				var = ncn_decadence
				value = 5
			}
			update_ncn_decadence = yes
			swap_ideas = {
				remove_idea = ncn_idea_utah_caravan_profits
				add_idea = ncn_idea_utah_caravan_profiteering
				}
				266 = { add_state_modifier = {
					modifier = {
						caps_node_base_modifier = 0.1
						caps_node_trade_modifier = 0.05
			}
		}
			}
	}
}

	focus = {
		id = NCN_hire_caravan_guards
		icon = GFX_goal_NEW_Caps_for_Loyalty
		cost = 30
		x = -1
		y = 1

		relative_position_id = NCN_introduce_road_tariffs

		completion_reward = {
			army_experience = 5
			add_manpower = 300
		}

		prerequisite = {
			focus = NCN_introduce_road_tariffs
		}
	}

	focus = {
		id = NCN_luxury_goods
		icon = GFX_goal_generic_tobacco_agriculture
		cost = 30
		x = 1
		y = 1

		relative_position_id = NCN_introduce_road_tariffs
			prerequisite = {
			focus = NCN_introduce_road_tariffs
		}
		completion_reward = {
			custom_effect_tooltip = ncn_increase_decadence_5
			add_to_variable = {
				var = ncn_decadence
				value = 5
			}
			update_ncn_decadence = yes
			551 = {
				if = {
					limit = {
						is_valid_state_for_civilian_factory = yes
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
			add_to_variable = { NCN_caps_country_trade_modifier = 0.15 }
			add_to_variable = { NCN_caps_income_modifier = 0.035 }
			add_to_variable = { NCN_diplomacy_distance = 25 }
			force_update_dynamic_modifier = yes
			custom_effect_tooltip = Luxary_Goods_tt
		}
	}

	### Threat Subtrees ###

	focus = {
		id = NCN_growing_threat
		icon = GFX_goal_WHT_salt_upon
		cost = 60
		prerequisite = {
			focus = NCN_judge_4
		}

		x = -5
		y = 1
		relative_position_id = NCN_judge_4

		completion_reward = {
		551 = {
				if = {
					limit = {
						is_valid_state_for_arms_factory = yes
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
		
			add_opinion_modifier = {
				target = WHT
				modifier = wht_threat
			}
			reverse_add_opinion_modifier = {
				target = WHT
				modifier = wht_threat
			}
			add_war_support = 0.05
			
		}
	}

	## Limited Rearmament ##
	focus = {
		id = NCN_attempt_lr
		cost = 45
		icon = GFX_goal_generic_regular_firearms_focus
		prerequisite = {
			focus = NCN_growing_threat
		}

		x = -14
		y = 1
		relative_position_id = NCN_growing_threat

		available = {
			OR = {
				custom_trigger_tooltip = {
					tooltip = threat_greater_than_10
					check_variable = {
						var = ncn_threat
						value > 10
					}
				}
				has_completed_focus = NCN_a_return_to_normality
			}
		}

		completion_reward = {
			266 = {
				if = {
					limit = {
						is_valid_state_for_arms_factory = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
				551 = {
				if = {
					limit = {
						is_valid_state_for_arms_factory = yes
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
			add_equipment_to_stockpile = {
			type = melee_equipment_2
			amount = 100
			producer = NCN
			}
			add_equipment_to_stockpile = {
			type = ballistic_equipment_1
			amount = 150
			producer = NCN
			}
			add_equipment_to_stockpile = {
			type = spec_ops_equipment_2
			amount = 100
			producer = NCN
			}
		}
	}
	focus = {
		id = NCN_army_of_our_own
		icon = GFX_goal_NCN_45_Auto_Pistol
		cost = 30
		prerequisite = {
			focus = NCN_attempt_lr
		}
		mutually_exclusive = {
			focus = NCN_continue_tribal_reliance
		}

		x = -1
		y = 1
		relative_position_id = NCN_attempt_lr

		completion_reward = {
			add_ideas = ncn_volunteer_militia_conscription
			add_war_support = 0.05
			add_manpower = 500
			
		}
	}
	focus = {
		id = NCN_quantity_over_quality
		icon = GFX_goal_generic_pipe_weapons_focus
		cost = 30
		prerequisite = {
			focus = NCN_army_of_our_own
		}

		x = 0
		y = 1
		relative_position_id = NCN_army_of_our_own

		completion_reward = {
			add_timed_idea = { idea = ncn_idea_rapid_mobalisation days = 210 }
			add_manpower = 750
		}
	}
	focus = {
		id = NCN_continue_tribal_reliance
		icon = GFX_goal_native_american_headdress
		cost = 30
		prerequisite = {
			focus = NCN_attempt_lr
		}
		mutually_exclusive = {
			focus = NCN_army_of_our_own
		}

		x = 1
		y = 1
		relative_position_id = NCN_attempt_lr

		completion_reward = {
		add_war_support = 0.10
			if = {
				limit = {
					NOT = {
						has_template = "Tribal Militia"
					}
				}
				division_template = {
					name = "Tribal Militia"
					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 0 y = 2 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
					}
					support = {
						recon_company = { x = 0 y = 0 }
					}
					priority = 0
				}
			}
			custom_effect_tooltip = ncn_raise_tribal_militia_tt
			hidden_effect = {
				every_other_country = {
					limit = {
						gives_military_access_to = NCN
					}
					every_owned_state = {
						limit = {
							is_capital = yes
						}
						set_state_flag = do_not_exodus
						NCN = {
							set_state_controller = PREV
						}
						create_unit = {
							division = "name = \"Militia of the Faithful\" division_template = \"Tribal Militia\" start_experience_factor = 0.45 start_equipment_factor = 0.7"
							owner = NCN
						}
						PREV = {
							set_state_controller = PREV
						}
					}
				}

			}
		}
	}
	focus = {
		id = NCN_arm_tribal_divisions
		icon = GFX_goal_generic_human_warriors
		cost = 30
		prerequisite = {
			focus = NCN_continue_tribal_reliance
		}

		x = 0
		y = 1
		relative_position_id = NCN_continue_tribal_reliance

		completion_reward = {
			319 = {
				if = {
					limit = {
						is_valid_state_for_arms_factory = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
			add_equipment_to_stockpile = {
			type = ballistic_equipment_1
			amount = 500
			producer = NCN
		}
		add_equipment_to_stockpile = {
			type = melee_equipment_2
			amount = 500
			producer = NCN
		}
	}
}

	## Assist the Tribes ##

	focus = {
		id = NCN_assist_the_tribes
		icon = GFX_goal_NCN_Hands_Of_God
		cost = 45
		prerequisite = {
			focus = NCN_growing_threat
		}

		x = -9
		y = 1
		relative_position_id = NCN_growing_threat

		available = {
			OR = {
				custom_trigger_tooltip = {
					tooltip = threat_greater_than_20
					check_variable = {
						var = ncn_threat
						value > 20
					}
				}
				has_completed_focus = NCN_a_return_to_normality
			}
		}

		completion_reward = {
			custom_effect_tooltip = ncn_assist_the_tribes_tt
			every_other_country = {
				limit = {
					OR = {
						tag = TAR
						tag = CRZ
						tag = UIN
						tag = DEA
						tag = EAG
					}
					exists = yes
					OR = {
						is_subject_of = ROOT
						is_subject = no
					}
					OR = {
						is_in_faction_with = NCN
						is_in_faction = no
					}
					NOT = { has_war_with = NCN }
				}
				division_template = {
					name = "Canaanite Militia"
					regiments = {
						infantry = { x = 0 y = 0 }
						infantry = { x = 0 y = 1 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
					}
					is_locked = yes
					priority = 0
				}
				capital_scope = {
					create_unit = {
						division = "name = \"Canaanite Volunteers\" division_template = \"Canaanite Militia\" start_experience_factor = 0.4 start_equipment_factor = 1.0"
						owner = PREV
					}
				}
				capital_scope = {
					create_unit = {
						division = "name = \"Canaanite Volunteers\" division_template = \"Canaanite Militia\" start_experience_factor = 0.4 start_equipment_factor = 1.0"
						owner = PREV
					}
				}
			}
			DEA = { add_ideas = ncn_mormon_combat_advisors  }
		SOR = { add_ideas = ncn_mormon_combat_advisors  }
		EAG = { add_ideas = ncn_mormon_combat_advisors  }
		 TAR = { add_ideas = ncn_mormon_combat_advisors   }
		CRZ = { add_ideas = ncn_mormon_combat_advisors  }
		UIN = { add_ideas = ncn_mormon_combat_advisors }
		LON = { add_ideas = ncn_mormon_combat_advisors }
		SHO = { add_ideas = ncn_mormon_combat_advisors }
		}
	}
	
	focus = {
		id = NCN_weapon_shipments
		icon = GFX_goal_generic_supplies_focus
		cost = 30
		prerequisite = {
			focus = NCN_assist_the_tribes
		}

		x = -1
		y = 1
		relative_position_id = NCN_assist_the_tribes

		completion_reward = {
			custom_effect_tooltip = ncn_resource_shipments_tt
			every_country = {
				limit = {
					has_idea = ncn_idea_mormon_mission
				}
				every_owned_state = {
					limit = {
						is_capital = yes
					}
					add_resource = {
						type = metal
						amount = 6
					}
					add_resource = {
						type = water
						amount = 4
					}
				}
				add_equipment_to_stockpile = {
				type = melee_equipment_1 
				amount = 500
				producer = UTH
				}
				add_equipment_to_stockpile = {
				type = ballistic_equipment_1
				amount = 250
				producer = UTH
		}
				add_equipment_to_stockpile = {
				type = ballistic_equipment_2
				amount = 100
				producer = UTH
			}
		}
			}
		}
	
	focus = {
		id = NCN_preach_holy_war
		icon = GFX_goal_NCN_Mormon_Book
		cost = 30
		prerequisite = {
			focus = NCN_assist_the_tribes
		}

		x = 1
		y = 1
		relative_position_id = NCN_assist_the_tribes

		completion_reward = {
			add_war_support = 0.05
			every_country = {
				limit = {
					OR = {
						tag = CLK
						tag = TAR
						tag = CRZ
						tag = SOR
						tag = DEA
						tag = UIN
						
					}
					exists = yes
					OR = {
						is_subject_of = ROOT
						is_subject = no
					}
					OR = {
						is_in_faction_with = NCN
						is_in_faction = no
					}
					NOT = { has_war_with = NCN }
				}
				add_war_support = 0.10
				add_manpower = 350
			}
		}
	}
	focus = {
		id = NCN_direct_assistance
		icon = GFX_goal_NCN_Zealous_Fervour
		cost = 30
		prerequisite = {
			focus = NCN_weapon_shipments
			focus = NCN_preach_holy_war
		}
		x = 0
		y = 2
		relative_position_id = NCN_assist_the_tribes

		completion_reward = {
			set_rule = {
				can_send_volunteers = yes
			}
			add_manpower = 500
			add_war_support = 0.05
			add_to_variable = { NCN_send_volunteer_size = 2 }
			add_to_variable = { NCN_send_volunteer_factor = 0.05 }
			force_update_dynamic_modifier = yes
			hidden_effect = {
				every_other_country = {
					limit = {
						OR = {
							tag = CRZ
							tag = DEA
							tag = LON
							tag = SOR
							tag = TAR
							tag = UIN
						}
						exists = yes
						OR = {
							is_subject_of = ROOT
							is_subject = no
						}
						OR = {
							is_in_faction_with = NCN
							is_in_faction = no
						}
						NOT = { has_war_with = NCN }
					}
					PREV = {
						add_ai_strategy = {
							type = send_volunteers_desire
							id = PREV
							value = 9999
						}
					}
				}
			}
		}
	}

	## General Armament ##

	focus = {
		id = NCN_generalarm
		cost = 30
		icon = GFX_goal_generic_workshop
		prerequisite = {
			focus = NCN_growing_threat
		}

		x = -5
		y = 1
		relative_position_id = NCN_growing_threat

		available = {
			OR = {
				custom_trigger_tooltip = {
					tooltip = threat_greater_than_30
					check_variable = {
						var = ncn_threat
						value > 30
					}
				}
				has_completed_focus = NCN_a_return_to_normality
			}
		}

		completion_reward = {
			551 = {
				if = {
					limit = {
						is_valid_state_for_3_arms_factories = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
				add_resource = {
						type = metal
						amount = 6
					}

			}
				240 = {
				if = {
					limit = {
						is_valid_state_for_3_arms_factories = yes
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
				add_resource = {
						type = metal
						amount = 6
					}
			}
		}
	}
	focus = {
		id = NCN_end_our_isolation
		icon = GFX_goal_generic_generic_diplomatic_focus
		cost = 30
		prerequisite = {
			focus = NCN_generalarm
		}

		x = 0
		y = 1
		relative_position_id = NCN_generalarm

		completion_reward = {
			add_ideas = low_economic_mobilisation
			add_manpower = 450
			
		}
	}

	## Buffer Zone ##

	focus = {
		id = NCN_line_in_the_sand
		icon = GFX_KHA_focus_border_clashes
		cost = 45
		prerequisite = {
			focus = NCN_growing_threat
		}

		x = -2
		y = 1
		relative_position_id = NCN_growing_threat

		available = {
			custom_trigger_tooltip = {
				tooltip = threat_greater_than_40
				check_variable = {
					var = ncn_threat
					value > 40
				}
			}
			OR = {
			NOT = { country_exists =  TAR }
			date > 2277.1.1
		}
	}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = threat_greater_than_40
				check_variable = {
					var = ncn_threat
					value > 40
				}
			}
			OR = {
				WHT = {
					OR = {
						exists = no
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
				NOT = {
					any_neighbor_country = {
						has_idea = ncn_idea_mormon_mission
					}
				}
			}
		}

		completion_reward = {
     NCN = {
            if = {
            limit = {
                any_country = {
                is_neighbor_of = WHT
                has_idea = ncn_idea_mormon_mission
                }
            }
            every_other_country = {
                limit = {
                    is_neighbor_of = WHT
                    NOT = { has_war_with = NCN }
                    has_idea = ncn_idea_mormon_mission
                }
                NCN = {
                    give_guarantee = PREV
                    } 
                }
            }
        }
    }
}

	focus = {
		id = NCN_fortify_south
		icon = GFX_KHA_focus_generic_construction
		cost = 30
		prerequisite = {
			focus = NCN_line_in_the_sand
		}
		bypass = {
			WHT = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		x = 0
		y = 1
		relative_position_id = NCN_line_in_the_sand
		completion_reward = {
			custom_effect_tooltip = ncn_fortify_south_tt
			add_to_variable = { NCN_land_bunker_effectiveness_factor = 0.05 }
			force_update_dynamic_modifier = yes
			every_country = {
				limit = {
					OR = {
						original_tag = ROOT
						is_subject_of = ROOT
						is_in_faction_with = ROOT
						has_idea = ncn_idea_mormon_mission
					}
					any_neighbor_country = {
						OR = {
							original_tag = WHT
							is_subject_of = WHT
							is_in_faction_with = WHT
							has_war_with = WHT
						}
					}
				}
				every_owned_state = {
					limit = {
						is_impassable = no
						any_neighbor_state = {
							OWNER = {
								OR = {
									original_tag = WHT
									is_subject_of = WHT
									is_in_faction_with = WHT
									has_war_with = WHT
								}
							}
						}
					}
					add_building_construction = {
						type = bunker
						level = 2
						province = {
							all_provinces = yes
							limit_to_border = yes
							level < 1
						}
						instant_build = yes
					}
				}
			}
		}
	}
	focus = {
		id = NCN_build_tribal_industry
		icon = GFX_KHA_focus_camp_arms_workshops
		cost = 30
		prerequisite = {
			focus = NCN_fortify_south
		}
		prerequisite = {
			focus = NCN_end_our_isolation
		}

		x = 0
		y = 1
		relative_position_id = NCN_fortify_south

		completion_reward = {
			custom_effect_tooltip = ncn_develop_tribes_tt
			every_country = {
				limit = {
					has_idea = ncn_idea_mormon_mission
				}
				capital_scope = {
					if = {
						limit = {
							is_valid_state_for_arms_factory = yes
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = arms_factory
							level = 1
							instant_build = yes
						}
					}
				}
				random_owned_state = {
				add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = arms_factory
							level = 1
							instant_build = yes
						}
					}
					add_opinion_modifier = {
				target = NCN
				modifier = NCN_Weapon_productions
			}
				
			}
		}
	}

	### Judgement ###

	focus = {
		id = NCN_tribals_at_the_door
		icon = GFX_goal_tribal_generic
		cost = 60
		prerequisite = {
			focus = NCN_judge_4
		}

		x = 0
		y = 4
		relative_position_id = NCN_judge_4

		available = {
			custom_trigger_tooltip = {
				tooltip = complete_when_following_true_tt
				always = no
			}
			any_neighbor_country = {
				OR = {
					tag = WHT
					is_subject_of = WHT
				}
			}
		}

		completion_reward = {
			country_event = nf_ncn.5
		}
	}

	focus = {
		id = NCN_war_for_heaven
		icon = GFX_goal_NCN_By_The_Sword_And_The_Cross
		cost = 60
		prerequisite = {
			focus = NCN_tribals_at_the_door
		}

		x = 0
		y = 1
		relative_position_id = NCN_tribals_at_the_door

		available = {
			custom_trigger_tooltip = {
				tooltip = complete_when_following_true_tt
				always = no
			}
			has_war_with = WHT
		}

		completion_reward = {
			country_event = nf_ncn.6
		}
	}

	focus = {
		id = NCN_canaan_in_flames
		cost = 60
		prerequisite = {
			focus = NCN_war_for_heaven
		}
		icon = GFX_goal_wht_burn_salt_lake_city
		x = -2
		y = 1
		relative_position_id = NCN_war_for_heaven

		available = {
			custom_trigger_tooltip = {
				tooltip = complete_when_following_true_tt
				always = no
			}
			custom_trigger_tooltip = {
				tooltip = ncn_canaan_held_tt
				551 = {
					controller = {
						OR = {
							tag = WHT
							is_in_faction_with = WHT
							is_subject_of = WHT
						}
					}
				}
				NCN = { has_war_with = WHT }
			}
		}

		completion_reward = {
			country_event = nf_ncn.7
			add_ideas = { NCN_Birth-Withold }
		}
	}

	focus = {
		id = NCN_canaan_in_glory
		cost = 60
		prerequisite = {
			focus = NCN_war_for_heaven
		}
		icon = GFX_goal_ncn_glory
		x = 2
		y = 1
		relative_position_id = NCN_war_for_heaven

		available = {
			custom_trigger_tooltip = {
				tooltip = complete_when_following_true_tt
				always = no
			}
			custom_trigger_tooltip = {
				tooltip = ncn_lincon_held_tt
				326 = {
					controller = {
						OR = {
							tag = NCN
							is_in_faction_with = NCN
							is_subject_of = NCN
							has_idea = ncn_idea_mormon_mission
						}
						NOT = { has_war_with = NCN }
					}
				}
				OR = {
					NCN = { has_war_with = WHT }
					has_global_flag = NCN_alternate_route
				}
			}
		}

		completion_reward = {
			country_event = nf_ncn.8
		}
	}

	## War ##

	focus = {
		id = NCN_bring_war_to_wht
		icon = GFX_goal_WHT_generic_flag
		cost = 30
		prerequisite = {
			focus = NCN_growing_threat
		}

		x = 1
		y = 1
		relative_position_id = NCN_growing_threat

		bypass = {
			WHT = {
				all_core_land_owned_by_mormons = yes
			}
		}
		ai_will_do = {
		Factor = 20
			modifier = {
				factor = 0.2
			date > 2279.1.1 
			}
		}
		available = {
			AND = {
				custom_trigger_tooltip = {
					tooltip = threat_greater_than_60
					check_variable = {
						var = ncn_threat
						value > 60
					}
				}
				date > 2279.1.1
			}
			NOT = {
				OR = {
					has_completed_focus = NCN_canaan_in_flames
					has_completed_focus = NCN_canaan_in_glory
				}
			}
		}
		Available = { ai_has_no_other_wars_or_wargoals = yes }
		will_lead_to_war_with = WHT

		completion_reward = {
			if = {
				limit = { WHT = { exists = yes } }
				create_wargoal = {
					target = WHT
					type = puppet_wargoal_focus
				}
				add_manpower = 1500
				add_war_support = 0.1
				else = {
					activate_targeted_decision = {
						target = SLE
						decision = demand_stolen_territory
					}
				}
			}
		}
	}

	### Joshua ###

	focus = {
		id = NCN_caesars_right_hand_man
		cost = 7
		prerequisite = {
			focus = NCN_canaan_in_flames
		}
		icon = GFX_goal_NCN_The_Prodigal_Son_Returns
		x = -22
		y = 1
		relative_position_id = NCN_canaan_in_flames

		available = {
			is_joshua_leader = yes
		}

		completion_reward = {
			country_event = nf_ncn.11
		}
	}
	focus = {
		id = NCN_stoke_revanchism
		cost = 30
		prerequisite = {
			focus = NCN_caesars_right_hand_man
		}
		icon = GFX_goal_NCN_The_Burned_Man
		x = 0
		y = 1
		relative_position_id = NCN_caesars_right_hand_man
		completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_holy_flames_quenched
				add_idea = ncn_idea_embers_of_a_holy_war
			}
		}
	}
	focus = {
		id = NCN_building_an_army
		cost = 30
		prerequisite = {
			focus = NCN_stoke_revanchism
		}
		icon = GFX_goal_NCN_Warrior_Cult
		x = -2
		y = 1
		relative_position_id = NCN_stoke_revanchism
		completion_reward = {
			add_manpower = 500
			add_timed_idea = { idea = ncn_idea_rapid_mobalisation days = 240 }

		}
	}

	focus = {
		id = NCN_peace_through_arms
		cost = 30
		prerequisite = {
			focus = NCN_stoke_revanchism
		}
		icon = GFX_goal_NCN_By_The_Sword_And_The_Cross
		x = 0
		y = 1
		relative_position_id = NCN_stoke_revanchism
		completion_reward = {
			custom_effect_tooltip = NCN_peace_through_arms_tt

		}
	}
	focus = {
		id = NCN_kickstart_war_economy
		cost = 30
		prerequisite = {
			focus = NCN_stoke_revanchism
		}
		icon = GFX_goal_generic_supplies_focus
		x = 2
		y = 1
		available = {
			owns_state = 224
		}
		relative_position_id = NCN_stoke_revanchism
		completion_reward = {
			224 = {
				if = {
					limit = {
						is_valid_state_for_2_arms_factories = yes
					}
					add_extra_state_shared_building_slots = 4
					add_building_construction = {
						type = arms_factory
						level = 3
						instant_build = yes
					}
				add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes}
			}

		}
	}
}
	focus = {
		id = NCN_recruit_tribal_fanatics
		cost = 30
		prerequisite = {
			focus = NCN_kickstart_war_economy
		}
		prerequisite = {
			focus = NCN_peace_through_arms
		}
		prerequisite = {
			focus = NCN_building_an_army
		}
		icon = GFX_goal_tribal_generic
		x = 1
		y = 1

		relative_position_id = NCN_building_an_army
		completion_reward = {
			every_state = {
				limit = {
					is_core_of = SOR
				}
				add_core_of = NCN
			}
			every_owned_state = {
				limit = {
					is_core_of = DEA
				}
				add_core_of = NCN
			}
			custom_effect_tooltip = NCN_recruit_tribal_fanatics_tt
			if = {
				limit = {
					DEA = {
						is_subject_of = NCN
					}
				}
				annex_country = { target = DEA transfer_troops = yes }
			}
			if = {
				limit = {
					SOR = {
						is_subject_of = NCN
					}
				}
				annex_country = { target = SOR transfer_troops = yes }
			}
		}
	}
	focus = {
		id = NCN_guns_bring_us_closer_to_god
		cost = 30
		prerequisite = {
			focus = NCN_kickstart_war_economy
		}
		prerequisite = {
			focus = NCN_peace_through_arms
		}
		prerequisite = {
			focus = NCN_building_an_army
		}
		icon = GFX_goal_NCN_45_Auto_Pistol
		x = 3
		y = 1

		relative_position_id = NCN_building_an_army
		completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_theological_confusion
				add_idea = ncn_idea_religious_stabilization
			}
		}
	}
	focus = {
		id = NCN_militarize_the_nation
		cost = 30
		prerequisite = {
			focus = NCN_guns_bring_us_closer_to_god
		}
		mutually_exclusive = {
			focus = NCN_rely_on_tribal_battalions
		}

		icon = GFX_goal_generic_artillery
		x = 0
		y = 1

		relative_position_id = NCN_guns_bring_us_closer_to_god
		completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_embers_of_a_holy_war
				add_idea = ncn_idea_gods_burning_flame
			}
		}
	}
	focus = {
		id = NCN_rely_on_tribal_battalions
		cost = 60
		prerequisite = {
			focus = NCN_recruit_tribal_fanatics
		}
		mutually_exclusive = {
			focus = NCN_militarize_the_nation
		}

		icon = GFX_goal_sling_shot
		x = 0
		y = 1

		relative_position_id = NCN_recruit_tribal_fanatics
		completion_reward = {
			add_stability = 0.03
			add_manpower = 500
			swap_ideas = {
				remove_idea = outsider_law_auxiliaries
				add_idea = outsider_law_batallions
			}
		}
	}

	focus = {
		id = NCN_god_do_all_the_work
		cost = 60
		prerequisite = {
			focus = NCN_rely_on_tribal_battalions
			focus = NCN_militarize_the_nation
		}
		available = {
			ai_has_no_other_wars_or_wargoals = yes
		}
		bypass = {
			has_war_with = WHT
		}
		ai_will_do = {
		base = 80
		modifier = {
		 date > 2281.1.1 
		 factor = 4000 
		 }
		}

		icon = GFX_goal_white_leg_warrior
		x = 1
		y = 1
		will_lead_to_war_with = WHT
		relative_position_id = NCN_rely_on_tribal_battalions
		completion_reward = {
			if = {
				limit = { WHT = { exists = yes } }
				declare_war_on = {
					target = WHT
					type = annex_everything
				}
				else = {
					activate_targeted_decision = {
						target = SLE
						decision = demand_stolen_territory
					}
				}
			}
		}
	}




	### Rebuilding ###

	focus = {
		id = NCN_return_dead_city
		icon = GFX_goal_ncn_dead_city
		cost = 7
		prerequisite = {
			focus = NCN_god_do_all_the_work
			focus = NCN_home_is_non_negotiable
		}
		available = {
			551 = { is_fully_controlled_by = ROOT }
		}
		x = 11
		y = 1
		relative_position_id = NCN_god_do_all_the_work
		completion_reward = {
			drop_cosmetic_tag = yes
			country_event = nf_ncn.24
		}
	}

	focus = {
		id = NCN_rebuild_regroup
		cost = 30
		prerequisite = {
			focus = NCN_canaan_in_flames
		}
		icon = GFX_goal_generic_large_scale_normal_industry_focus
		x = -11
		y = 1
		relative_position_id = NCN_canaan_in_flames

		completion_reward = {
			224 = {
				if = {
					limit = {
						is_valid_state_for_civilian_factory = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
	focus = {
		id = NCN_focus_inward
		cost = 30
		prerequisite = {
			focus = NCN_rebuild_regroup
		}
		icon = GFX_goal_NCN_Generic
		x = -1
		y = 1
		relative_position_id = NCN_rebuild_regroup
		mutually_exclusive = { focus = NCN_retain_trade_ties }
		completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_destroyed_economy
				add_idea = ncn_idea_self_sufficient_economy
			}
			add_offsite_building = { type = industrial_complex level = 2 }
			if = {
				limit = {
					has_idea = export_focus
				}
				swap_ideas = {
					remove_idea = export_focus
					add_idea = closed_economy
				}
			}
			if = {
				limit = {
					has_idea = free_trade
				}
				swap_ideas = {
					remove_idea = free_trade
					add_idea = closed_economy
				}
			}
			if = {
				limit = {
					has_idea = limited_exports
				}
				swap_ideas = {
					remove_idea = limited_exports
					add_idea = closed_economy
				}
			}
		}
	}
	focus = {
		id = NCN_protect_river_flanks
		cost = 30
		prerequisite = {
			focus = NCN_focus_inward
		}
		available = {
			any_owned_state = {
				is_coastal = yes
			}
		}
		icon = GFX_goal_generic_naval_doctrines_focus
		x = 0
		y = 2
		relative_position_id = NCN_focus_inward
		completion_reward = {
			random_owned_state = {
				limit = {
					is_valid_state_for_2_dockyards = yes
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = NCN_economy_rebooted
		cost = 30
		prerequisite = {
			focus = NCN_protect_river_flanks
			focus = NCN_maintain_naval_links
		}

		icon = GFX_goal_generic_workshop
		x = 1
		y = 1
		relative_position_id = NCN_protect_river_flanks
		completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_self_sufficient_economy
				add_idea = ncn_idea_retooled_economy
			}
		}
	}
	focus = {
		id = NCN_expand_scrapyard
		cost = 30
		prerequisite = {
			focus = NCN_focus_inward
		}
		icon = GFX_goal_generic_metal_focus
		x = -1
		y = 1
		relative_position_id = NCN_focus_inward
		completion_reward = {
			224 = {
				add_resource = {
					type = metal
					amount = 10
				}
			}
		}
	}
	focus = {
		id = NCN_retain_trade_ties
		cost = 30
		prerequisite = {
			focus = NCN_rebuild_regroup
		}
		icon = GFX_goal_RRG_radio_broadcast
		x = 1
		y = 1
		relative_position_id = NCN_rebuild_regroup
		mutually_exclusive = { focus = NCN_focus_inward }
		completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_destroyed_economy
				add_idea = ncn_idea_self_sufficient_economy
			}
		}
	}
	focus = {
		id = NCN_never_fallen_again
		cost = 30
		prerequisite = {
			focus = NCN_rebuild_regroup
		}
		icon = GFX_goal_generic_bunkers_focus
		x = 0
		y = 2
		relative_position_id = NCN_rebuild_regroup
		completion_reward = {
			custom_effect_tooltip = ncn_unlock_manpower_laws_tt
			every_unit_leader = {
				add_planning = 1
			}
			224 = {
				add_building_construction = {
					type = bunker
					level = 2
					province = 6351
					instant_build = yes
				}
			}

		}
	}
	focus = {
		id = NCN_petition_sorrows
		cost = 30
		prerequisite = {
			focus = NCN_retain_trade_ties
		}
		icon = GFX_goal_NCN_The_Sorrows
		x = 1
		y = 1
		relative_position_id = NCN_retain_trade_ties
		completion_reward = {
			custom_effect_tooltip = NCN_petition_sorrows_tt
			SOR = { country_event = nf_ncn.52 }
		}
	}
	focus = {
		id = NCN_maintain_naval_links
		cost = 30
		prerequisite = {
			focus = NCN_retain_trade_ties
		}
		available = {
			any_owned_state = {
				is_coastal = yes
			}
		}
		icon = GFX_goal_generic_wooden_ship
		x = 0
		y = 2
		relative_position_id = NCN_retain_trade_ties
		completion_reward = {
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = 60
				producer = NCN
			}
		}
	}

	### Daniel ###

	focus = {
		id = NCN_in_pious_hands
		cost = 7
		prerequisite = {
			focus = NCN_canaan_in_flames
			focus = NCN_canaan_in_glory
		}
		icon = GFX_goal_NCN_daniel
		x = 2
		y = 1
		relative_position_id = NCN_canaan_in_flames

		available = {
			has_country_leader = {
				name = "Daniel"
				ruling_only = yes
			}
		}

		completion_reward = {
			country_event = nf_ncn.9
		}
	}
	focus = {
		id = NCN_fall_back_on_scripture
		cost = 30
		prerequisite = {
			focus = NCN_in_pious_hands
		}
		available = {
			has_completed_focus = NCN_canaan_in_flames
		}
		icon = GFX_goal_NCN_The_Promise_of_Paradise_Eternal
		x = -2
		y = 1
		mutually_exclusive = {
			focus = NCN_teach_the_beautitudes
		}
		relative_position_id = NCN_in_pious_hands


		completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_theological_confusion
				add_idea = ncn_idea_religious_stabilization
			}
		}
	}
	focus = {
		id = NCN_produce_for_the_lord
		cost = 30
		prerequisite = {
			focus = NCN_fall_back_on_scripture
		}
		icon = GFX_goal_generic_workshop
		x = -2
		y = 1
		relative_position_id = NCN_fall_back_on_scripture
		completion_reward = {
			224 = {
				if = {
					limit = {
						is_valid_state_for_2_civilian_factories = yes
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
		}
	}
	focus = {
		id = NCN_reach_out_to_the_tribes
		cost = 30
		prerequisite = {
			focus = NCN_fall_back_on_scripture
		}
		icon = GFX_goal_RRG_radio_broadcast
		x = 0
		y = 1
		relative_position_id = NCN_fall_back_on_scripture
		completion_reward = {
			custom_effect_tooltip = ncn_reach_out_to_tribes_tt
			every_country = {
				limit = {
					has_idea = ncn_idea_mormon_mission
				}
				add_opinion_modifier = {
					target = NCN
					modifier = preached_to
				}
				NCN = {
					add_manpower = 350
				}
			}
		}
	}
	focus = {
		id = NCN_new_theology
		cost = 30
		prerequisite = {
			focus = NCN_reach_out_to_the_tribes
		}
		icon = GFX_goal_HEA_focus_declaration_of_sanctuary
		x = 0
		y = 1
		relative_position_id = NCN_reach_out_to_the_tribes
		completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_rampant_corruption
				add_idea = ncn_idea_widespread_bribery
			}
		}
	}
	focus = {
		id = NCN_the_arms_of_god
		cost = 30
		prerequisite = {
			focus = NCN_reach_out_to_the_tribes
		}
		ai_will_do = {
		base = 4000 
		}
		icon = GFX_goal_NCN_Mormon_Book
		x = -2
		y = 1
		relative_position_id = NCN_reach_out_to_the_tribes
		completion_reward = {
			custom_effect_tooltip = NCN_the_arms_of_god_tt
		}
	}
	focus = {
		id = NCN_god_brings_us_together
		cost = 60
		prerequisite = {
			focus = NCN_the_arms_of_god
		}
		mutually_exclusive = {
			focus = NCN_god_strengthens_our_resolve
		}
		available = {
			WHT = {
				has_country_leader = {
					name = "Balm-Upon-Wounds"
					ruling_only = yes
				}
			}
		}
		icon = GFX_goal_wht_totem
		x = 0
		y = 1
		relative_position_id = NCN_the_arms_of_god
		completion_reward = {
			custom_effect_tooltip = ncn_god_brings_us_together_tt
			WHT = { country_event = nf_ncn.31 }
		}
	}
	focus = {
		id = NCN_god_strengthens_our_resolve
		icon = GFX_goal_NCN_By_The_Sword_And_The_Cross
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_new_theology
		prerequisite = {
			focus = NCN_new_theology
		}
		mutually_exclusive = {
			focus = NCN_god_brings_us_together
		}
		ai_will_do = { base = 320 }
		
		completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_holy_flames_quenched
				add_idea = ncn_idea_embers_of_a_holy_war
			}
		}
	}
	focus = {
		id = NCN_home_is_non_negotiable
		cost = 60
		prerequisite = {
			focus = NCN_god_strengthens_our_resolve
			focus = NCN_god_brings_us_together
		}
		available = {
			ai_has_no_other_wars_or_wargoals = yes
		}
		ai_will_do = {
		base = 160
		modifier = {
			date > 2279.1.1
		 factor = 4000 
		 }
		}
		icon = GFX_goal_WHT_salt_upon
		x = 1
		y = 1
		will_lead_to_war_with = WHT
		relative_position_id = NCN_god_brings_us_together
		completion_reward = {
			if = {
				limit = {
					is_in_faction_with = WHT
				}
				custom_effect_tooltip = ncn_home_is_non_negotiable_tt
				every_state = {
					limit = {
						is_core_of = NCN
						is_owned_by = WHT
					}
					NCN = { transfer_state = PREV }
					remove_core_of = WHT
				}
			}
			else = {
				if = {
					limit = { WHT = { exists = yes } }
					declare_war_on = {
						target = WHT
						type = annex_everything
					}
					else = {
						activate_targeted_decision = {
							target = SLE
							decision = demand_stolen_territory
						}
					}
				}
			}
		}
	}
	focus = {
		id = NCN_teach_the_beautitudes
		cost = 30
		prerequisite = {
			focus = NCN_in_pious_hands
		}
		available = {
			has_completed_focus = NCN_canaan_in_glory
		}
		icon = GFX_goal_NCN_Generic
		x = 2
		y = 1
		mutually_exclusive = { focus = NCN_fall_back_on_scripture }
		relative_position_id = NCN_in_pious_hands
		completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_rampant_corruption
				add_idea = ncn_idea_widespread_bribery
			}
		}
	}
	focus = {
		id = NCN_distribute_aid
		cost = 30
		prerequisite = {
			focus = NCN_teach_the_beautitudes
		}
		icon = GFX_goal_chem_super_stim
		x = 2
		y = 1
		relative_position_id = NCN_teach_the_beautitudes
		completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_disrupted_economy
				add_idea = ncn_idea_bandaged_economy
			}
		}
	}
	focus = {
		id = NCN_rebuild_destroyed_settlements
		cost = 30
		prerequisite = {
			focus = NCN_teach_the_beautitudes
		}
		icon = GFX_goal_generic_sledgehammers
		x = 0
		y = 1
		relative_position_id = NCN_teach_the_beautitudes
		completion_reward = {
			random_owned_state = {
				limit = {
					is_core_of = NCN
					is_valid_state_for_civilian_factory = yes
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			random_owned_state = {
				limit = {
					is_core_of = NCN
					is_valid_state_for_civilian_factory = yes
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			random_owned_state = {
				limit = {
					is_core_of = NCN
					is_valid_state_for_civilian_factory = yes
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = NCN_preach_in_occupied_lands
		icon = GFX_goal_NCN_Northern_Missionaries
		cost = 30
		prerequisite = {
			focus = NCN_rebuild_destroyed_settlements
		}
		x = 0
		y = 1
		relative_position_id = NCN_rebuild_destroyed_settlements
		completion_reward = {
			add_state_core = 213
			add_state_core = 496
			add_state_core = 138
			add_state_core = 391
		}
	}
	focus = {
		id = NCN_centralize_religious_leadership
		icon = GFX_goal_NCN_Zealous_Fervour
		cost = 30
		prerequisite = {
			focus = NCN_preach_in_occupied_lands
		}
		x = 0
		y = 1
		mutually_exclusive = { focus = NCN_decentralize_mormonism }
		relative_position_id = NCN_preach_in_occupied_lands
		completion_reward = {
			custom_effect_tooltip = NCN_centralize_religious_leadership_tt
		}
	}
	focus = {
		id = NCN_preach_whitelegs
		icon = GFX_goal_utah_ncn_legion_flag
		cost = 30
		prerequisite = {
			focus = NCN_rebuild_destroyed_settlements
		}
		available = {
			has_completed_focus = NCN_withdraw_southern_occupation
		}
		x = 2
		y = 1
		relative_position_id = NCN_rebuild_destroyed_settlements
		completion_reward = {
			WHT = {
				#remove_ideas = ncn_idea_disloyal_subject
				add_autonomy_score = { value = -200 }
			}
		}
	}
	focus = {
		id = NCN_decentralize_mormonism
		icon = GFX_goal_NCN_Hands_Of_God
		cost = 30
		prerequisite = {
			focus = NCN_preach_whitelegs
		}
		x = 0
		y = 1
		mutually_exclusive = { focus = NCN_centralize_religious_leadership }
		relative_position_id = NCN_preach_whitelegs
		completion_reward = {
			custom_effect_tooltip = NCN_decentralize_mormonism_tt
		}
	}
	focus = {
		id = NCN_squash_corruption
		icon = GFX_goal_MAX_ministry_of_justice
		cost = 30
		prerequisite = {
			focus = NCN_decentralize_mormonism
			focus = NCN_centralize_religious_leadership
		}
		x = -1
		y = 1
		relative_position_id = NCN_decentralize_mormonism
		completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_widespread_bribery
				add_idea = ncn_idea_monetary_apathy
			}
		}
	}

	### Poor Reputation ###

	focus = {
		id = NCN_combat_poor_reputation
		cost = 30
		prerequisite = {
			focus = NCN_canaan_in_glory
		}
		icon = GFX_goal_NCN_The_Promise_of_Paradise_Eternal
		x = 11
		y = 1
		relative_position_id = NCN_canaan_in_glory
		completion_reward = {
			add_war_support = -0.10
			swap_ideas = {
				remove_idea = ncn_idea_warmongering_disposition
				add_idea = ncn_idea_rekindled_peacebuilding
			}
		}
	}

	focus = {
		id = NCN_withdraw_southern_occupation
		cost = 30
		prerequisite = {
			focus = NCN_combat_poor_reputation
		}
		available = {
			OR = {
			 not = { country_exists = wht }
			 WHT = { is_puppet_of = ncn
			}
		}
	}
		icon = GFX_goal_white_leg_warrior
		x = -1
		y = 1
		relative_position_id = NCN_combat_poor_reputation
		completion_reward = {
			hidden_effect = {
				every_state = {
					limit = {
						is_core_of = WHT
						OR = {
							is_core_of = NCN
							is_core_of = TAR
							is_core_of = CLK
						}
					}
					remove_core_of = WHT
				}
				WHT = {
					add_state_core = 306
					add_state_core = 257
					add_state_core = 623
				}
			}
			WHT = {
				release_from_prev_as_puppet = yes
				set_country_flag = legion_crushed
			}
			custom_effect_tooltip = NCN_withdraw_southern_occupation_tt
		}
	}
	focus = {
		id = NCN_aid_the_buffer_states
		cost = 30
		prerequisite = {
			focus = NCN_combat_poor_reputation
		}
		available = {
			num_subjects > 0
		}

		bypass = { }
		icon = GFX_goal_fallout_tool
		x = 1
		y = 1
		relative_position_id = NCN_combat_poor_reputation
		completion_reward = {
			custom_effect_tooltip = ncn_puppet_caps_tt
			every_country = {
				limit = {
					is_subject_of = NCN
				}
				set_temp_variable = { caps_to_add = 200 }
				add_caps = yes
			}
		}
	}
	focus = {
		id = NCN_disarm
		cost = 30
		prerequisite = {
			focus = NCN_aid_the_buffer_states
			focus = NCN_withdraw_southern_occupation
		}
		icon = GFX_goal_generic_food_focus
		x =-1
		y = 1
		relative_position_id = NCN_aid_the_buffer_states
		completion_reward = {
			add_stability = 0.05
			decrease_conscription_law = yes
		}
	}
	focus = {
		id = NCN_assist_tribal_development
		cost = 30
		prerequisite = {
			focus = NCN_disarm
		}
		icon = GFX_goal_generic_data_focus
		x = 2
		y = 1
		relative_position_id = NCN_disarm
		completion_reward = {
			add_timed_idea = {
				idea = ncn_educating_tribals
				days = 180
			}
			custom_effect_tooltip = ncn_assist_tribal_development_tt
			every_country = {
				limit = {
					has_idea = ncn_idea_mormon_mission
				}
				add_ideas = ncn_going_to_school
			}
		}
	}
	
	focus = {
		id = NCN_end_clockwatcher_occupation
		cost = 30
		prerequisite = {
			focus = NCN_disarm
		}
		bypass = {
			TAR = { exists = yes }
		}
		icon = GFX_goal_generic_alarm_clock
		x = 0
		y = 1
		relative_position_id = NCN_disarm
		completion_reward = {
			hidden_effect = {
				TAR = {
					remove_state_core = 138
					remove_state_core = 391
					remove_state_core = 10
					add_state_core = 547 
			TAR = { release_from_prev_as_puppet = yes }
			add_stability = 0.05
			set_capital = { state = 470 }
			}
		}
	add_stability = 0.10
	add_political_power = 200
	}
}
	focus = {
		id = NCN_roads_for_tribes
		cost = 30
		prerequisite = {
			focus = NCN_disarm
		}
		bypass = { }
		icon = GFX_goal_brahmin_cart
		x = -2
		y = 1
		relative_position_id = NCN_disarm
		completion_reward = {
			138 = {
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			496 = {
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			197 = {
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			456 = {
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			535 = {
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = NCN_peacekeepers_once_more
		icon = GFX_goal_ncn_peacekeepers
		cost = 60
		prerequisite = {
			focus = NCN_roads_for_tribes
		}
		prerequisite = {
			focus = NCN_end_clockwatcher_occupation
		}
		prerequisite = {
			focus = NCN_assist_tribal_development
		}
		icon = GFX_goal_NCN_generic_SLC_Temple
		x = 0
		y = 1
		relative_position_id = NCN_end_clockwatcher_occupation
		completion_reward = {
				add_war_support = 0.10
			add_command_power = 100
			add_manpower = 500
			swap_ideas = {
				remove_idea = ncn_idea_rekindled_peacebuilding
				add_idea = ncn_idea_reinstated_peacebuilding
			}
		}
	}
	### Jeremiah ###

	focus = {
		id = NCN_the_riches
		icon = GFX_goal_ancient_wealth
		cost = 30
		prerequisite = {
			focus = NCN_canaan_in_glory
		}

		x = 22
		y = 1
		relative_position_id = NCN_canaan_in_glory

		available = {
			has_country_leader = {
				name = "Jeremiah Rigdon"
				ruling_only = yes
			}
		}

		completion_reward = {
			country_event = nf_ncn.10
		}
	}

	focus = {
		id = NCN_exploit_occupied
		icon = GFX_goal_CES_slaves
		cost = 30
		prerequisite = {
			focus = NCN_the_riches
		}
			available = {
				OR = {
				 not = { country_exists = wht }
				WHT = {
					is_subject_of = NCN
				}
				}
			}
		x = 0
		y = 1
		relative_position_id = NCN_the_riches

		completion_reward = {
		####ADD DEVASTATED CORES WHEN I LEARN WHAT THAT MEANS####
			swap_ideas = {
				remove_idea = ncn_idea_destroyed_economy
				add_idea = ncn_idea_bandaged_economy
			}
			if = {
				limit = { has_idea = ncn_idea_disrupted_economy }
				remove_ideas = ncn_idea_disrupted_economy
			}
		}
	}

	focus = {
		id = NCN_levy_tariffs
		icon = GFX_goal_generic_nice_car
		cost = 30
		prerequisite = {
			focus = NCN_exploit_occupied
		}

		x = -1
		y = 1
		relative_position_id = NCN_exploit_occupied

		completion_reward = {
			random_owned_state = {
				limit = {
					is_core_of = NCN
					is_valid_state_for_2_civilian_factories = yes
				}
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 3
			}
		}
	}

	focus = {
		id = NCN_trained_caravan_guards
		icon = GFX_goal_generic_brass_knuckles
		cost = 30
		prerequisite = {
			focus = NCN_exploit_occupied
		}

		x = 1
		y = 1
		relative_position_id = NCN_exploit_occupied

		completion_reward = {
			army_experience = 15
			hidden_effect = {
				load_oob = NCN_guards
			}
			custom_effect_tooltip = NCN_trained_caravan_guards_tt
		}
	}
	focus = {
		id = NCN_begin_efficiency_reforms
		icon = GFX_goal_CAF_stocks
		cost = 30
		prerequisite = {
			focus = NCN_levy_tariffs
		}

		x = -2
		y = 1
		relative_position_id = NCN_levy_tariffs

		completion_reward = {
			add_stability = -0.05
			add_political_power = 120
		}
	}
	focus = {
		id = NCN_corruption_reduces_profits
		icon = GFX_goal_MAX_ministry_of_justice
		cost = 30
		prerequisite = {
			focus = NCN_begin_efficiency_reforms
		}

		x = 0
		y = 1
		relative_position_id = NCN_begin_efficiency_reforms

		completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_rampant_corruption
				add_idea = ncn_idea_widespread_bribery
			}
		}
	}
	focus = {
		id = NCN_scavenge_the_battlefield
		icon = GFX_goal_fallout_tool
		cost = 30
		prerequisite = {
			focus = NCN_trained_caravan_guards
			focus = NCN_levy_tariffs
		}

		x = 1
		y = 1
		relative_position_id = NCN_levy_tariffs

		completion_reward = {
			NCN = {
				add_to_temp_variable = { caps_to_add = 200 }
				add_caps = yes
			}
			if = {
				limit = {
					has_tech = ballistic_weaponry_tech_4
				}
				add_equipment_to_stockpile = {
					type = ballistic_equipment_4
					amount = 200
					producer = NCN
				}
			}
			else_if = {
				limit = {
					has_tech = ballistic_weaponry_tech_3
				}
				add_equipment_to_stockpile = {
					type = ballistic_equipment_3
					amount = 200
					producer = NCN
				}
			}
			else_if = {
				limit = {
					has_tech = ballistic_weaponry_tech_2
				}
				add_equipment_to_stockpile = {
					type = ballistic_equipment_2
					amount = 200
					producer = NCN
				}
			}
			else_if = {
				limit = {
					has_tech = ballistic_weaponry_tech_1
				}
				add_equipment_to_stockpile = {
					type = ballistic_equipment_1
					amount = 200
					producer = NCN
				}
			}
			else_if = {
				limit = {
					has_tech = standard_weaponry_tech
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment_1
					amount = 200
					producer = NCN
				}
			}
			add_equipment_to_stockpile = {
			type = ballistic_equipment_2
			amount = 200
			producer = UTH
		}
		add_equipment_to_stockpile = {
			type = ballistic_equipment_1
			amount = 200
			producer = UTH
		}
	}
}
	focus = {
		id = NCN_settle_occupation_strip
		icon = GFX_goal_BRK_enslave_the_opposition
		cost = 30
		prerequisite = {
			focus = NCN_scavenge_the_battlefield
		}
		mutually_exclusive = {
			focus = NCN_economic_boom_at_local_expense
		}

		x = -1
		y = 1
		relative_position_id = NCN_scavenge_the_battlefield

		completion_reward = {
			add_state_core = 213
			add_state_core = 496
			add_state_core = 138
			add_state_core = 391
		}
	}
	focus = {
		id = NCN_economic_boom_at_local_expense
		icon = GFX_goal_generic_cities_focus
		cost = 30
		prerequisite = {
			focus = NCN_scavenge_the_battlefield
		}
		mutually_exclusive = {
			focus = NCN_settle_occupation_strip
		}

		x = 1
		y = 1
		relative_position_id = NCN_scavenge_the_battlefield

		completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_bandaged_economy
				add_idea = ncn_idea_economic_growth
			}
		}
	}
	focus = {
		id = NCN_ensure_utah_remains_aligned
		icon = GFX_goal_generic_flamer_focus
		cost = 30
		prerequisite = {
			focus = NCN_settle_occupation_strip
			focus = NCN_economic_boom_at_local_expense
		}

		x = -1
		y = 1
		relative_position_id = NCN_economic_boom_at_local_expense

		completion_reward = {
			custom_effect_tooltip = ncn_safeguard_utah_tt
			hidden_effect = {
				every_country = {
					limit = {
						any_owned_state = {
							is_utah_state = yes
						}
					}
					NCN = { give_guarantee = PREV }
				}
			}
		}
	}
	focus = {
		id = NCN_improved_caravan_routes
		icon = GFX_goal_generic_infrastructure
		cost = 30
		prerequisite = {
			focus = NCN_trained_caravan_guards
		}

		x = 2
		y = 1
		relative_position_id = NCN_trained_caravan_guards

		completion_reward = {
			custom_effect_tooltip =  ncn_improved_caravan_routes_tt
			every_owned_state = {
				limit = {
					is_core_of = NCN
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = NCN_trade_must_flow
		icon = GFX_goal_CAF_treaty
		cost = 30
		prerequisite = {
			focus = NCN_improved_caravan_routes
		}

		x = 0
		y = 1
		relative_position_id = NCN_improved_caravan_routes

		completion_reward = {
			add_ideas = free_trade
		}
	}
	focus = {
		id = NCN_a_return_to_normality
		icon = GFX_goal_NCN_generic_SLC_Temple
		cost = 7
		prerequisite = {
			focus = NCN_ensure_utah_remains_aligned
			focus = NCN_squash_corruption
		}

		x = -11
		y = 1
		relative_position_id = NCN_ensure_utah_remains_aligned

		completion_reward = {
			custom_effect_tooltip = ncn_unlock_threat_tt
			add_political_power = 60
			add_stability = 0.05
		}
	}
	focus = {
		id = NCN_riches_roads
		icon = GFX_goal_ancient_wealth
		cost = 7
		prerequisite = {
			focus = NCN_a_return_to_normality
		}
		x = 0
		y = 1
		relative_position_id = NCN_a_return_to_normality

		completion_reward = {
			country_event = nf_ncn.22
		}
	}
	focus = {
		id = NCN_repair_roads
		icon = GFX_goal_generic_supplies_focus
		cost = 30
		prerequisite = {
			focus = NCN_riches_roads
		}
		x = 0
		y = 1
		relative_position_id = NCN_riches_roads

		completion_reward = {
			custom_effect_tooltip = ncn_repair_roads_tt
			every_owned_state = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = NCN_produce_goods
		icon = GFX_goal_generic_sledgehammers
		cost = 30
		prerequisite = {
			focus = NCN_repair_roads
		}
		x = 1
		y = 1
		relative_position_id = NCN_repair_roads

		completion_reward = {
			custom_effect_tooltip = ncn_produce_goods_tt
			random_owned_state = {
				limit = {
					is_core_of = NCN
					is_valid_state_for_2_civilian_factories = yes
				}
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
			random_owned_state = {
				limit = {
					is_core_of = NCN
					is_valid_state_for_2_civilian_factories = yes
				}
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
		}
	}
	focus = {
		id = NCN_safeguard_routes
		icon = GFX_KHA_focus_border_clashes
		cost = 30
		prerequisite = {
			focus = NCN_repair_roads
		}
		x = -1
		y = 1
		relative_position_id = NCN_repair_roads

		completion_reward = {
			custom_effect_tooltip = ncn_unlock_manpower_laws_tt
			every_unit_leader = {
				add_defense = 1
			}
		}
	}
	focus = {
		id = NCN_arm_caravans
		icon = GFX_goal_generic_laser_muskets_focus
		cost = 30
		prerequisite = {
			focus = NCN_safeguard_routes
		}
		x = -1
		y = 1
		relative_position_id = NCN_safeguard_routes

		completion_reward = {
			if = {
				limit = {
					has_tech = ballistic_weaponry_tech_4
				}
				set_technology = { prewar_infantry_kit = 1} 
				add_political_power = 80
				add_manpower = 400
				army_experience = 20
			}
			else_if = {
				limit = {
					has_tech = ballistic_weaponry_tech_3
				}
				set_technology = {
					ballistic_weaponry_tech_4 = 1
				}
			}
			else_if = {
				limit = {
					has_tech = ballistic_weaponry_tech_2
				}
				set_technology = {
					ballistic_weaponry_tech_3 = 1
				}
			}
			else_if = {
				limit = {
					has_tech = ballistic_weaponry_tech_1
				}
				set_technology = {
					ballistic_weaponry_tech_2 = 1
				}
			}
			else_if = {
				limit = {
					has_tech = standard_weaponry_tech
				}
				set_technology = {
					ballistic_weaponry_tech_1 = 1
				}
			}
			else = {
				set_technology = {
					standard_weaponry_tech = 1
				}
			}
			add_manpower = 400
				army_experience = 20
		}
	}
	focus = {
		id = NCN_trade_flourishes
		icon = GFX_goal_generic_naval_doctrines_focus
		cost = 30
		prerequisite = {
			focus = NCN_arm_caravans
		}
		x = 0
		y = 1
		relative_position_id = NCN_arm_caravans
		available = {
			266 = { is_fully_controlled_by = NCN }
			551 = { is_fully_controlled_by = NCN }
		}

		completion_reward = {
			266 = {
				add_building_construction = {
					type = naval_base
					level = 2
					province = 6305
					instant_build = yes
				}
				if = {
					limit = {
						is_valid_state_for_2_dockyards = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = dockyard
						level = 2
						instant_build = yes
					}
				}
			}
			551 = {
				add_building_construction = {
					type = naval_base
					level = 2
					province = 6540
					instant_build = yes
				}
				if = {
					limit = {
						is_valid_state_for_dockyard = yes
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = dockyard
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
	focus = {
		id = NCN_scavenge_the_vaults
		icon = GFX_goal_generic_electronics_focus
		cost = 30
		prerequisite = {
			focus = NCN_produce_goods
		}
		x = 1
		y = 1
		relative_position_id = NCN_produce_goods

		completion_reward = {
			random_owned_state = {
				add_resource = {
					type = circuitry
					amount = 6
				}
				add_resource = {
					type = composites
					amount = 4
				}
			}
			random_owned_state = {
				add_resource = {
					type = circuitry
					amount = 6
				}
				add_resource = {
					type = composites
					amount = 4
				}
			}
		}
	}
	focus = {
		id = NCN_control_drug_routes
		icon = GFX_goal_NCN_Hands_Of_God
		cost = 30
		available = {
			is_neighbor_of = SLE
			ai_has_no_other_wars_or_wargoals = yes
		}
		bypass = {
			OR = {
				SLE = { is_subject_of = NCN }
				SLE = { is_in_faction_with = NCN }
			}
		}
		prerequisite = {
			focus = NCN_scavenge_the_vaults
		}
		x = 0
		y = 1
		relative_position_id = NCN_scavenge_the_vaults
		will_lead_to_war_with = SLE
		completion_reward = {
			if = {
				limit = { SLE = { exists = yes } }
				create_wargoal = { type = puppet_wargoal_focus target = SLE }
				else = {
					activate_targeted_decision = {
						target = SLE
						decision = demand_stolen_territory
					}
				}
			}
		}
	}
	focus = {
		id = NCN_our_link
		icon = GFX_goal_80
		cost = 60
		prerequisite = {
			focus = NCN_produce_goods
			focus = NCN_safeguard_routes
		}
		x = 1
		y = 1
		relative_position_id = NCN_safeguard_routes

		completion_reward = {
			264 = {
				add_core_of = NCN
			}
			440 = {
				add_core_of = NCN
			}
			478 = {
				add_core_of = NCN
			}
			512 = {
				add_core_of = NCN
			}
		}
	}
	focus = {
		id = NCN_utah_prospers
		icon = GFX_goal_NCN_The_Promise_of_Paradise_Eternal
		cost = 60
		prerequisite = {
			focus = NCN_our_link
		}
		x = 0
		y = 2
		relative_position_id = NCN_our_link

		completion_reward = {
			custom_effect_tooltip = ncn_utah_prospers_tt
			every_state = {
				limit = {
					is_utah_state = yes
				}
				if = {
					limit = {
						infrastructure < 10
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}

	## Daniel End Tree
	focus = {
		id = NCN_bring_light_to_utah
		icon = GFX_goal_NCN_Hands_Of_God
		cost = 7
		prerequisite = {
			focus = NCN_a_return_to_normality
			focus = NCN_return_dead_city
		}
		available = {
			has_country_leader = {
				name = "Daniel"
				ruling_only = yes
			}
		}
		x = -13
		y = 1
		relative_position_id = NCN_a_return_to_normality

		completion_reward = {
			country_event = nf_ncn.18
			224 = { add_manpower = -7500}
			266 = { add_manpower = 2500 }
			551 = { add_manpower = 5000 }
			remove_ideas = NCN_Birth-Withold 
		}
	}
	focus = {
		id = NCN_send_missionaries_north
		icon = GFX_goal_NCN_Northern_Missionaries
		cost = 30
		prerequisite = {
			focus = NCN_bring_light_to_utah
		}

		x = -2
		y = 1
		relative_position_id = NCN_bring_light_to_utah

		completion_reward = {
			custom_effect_tooltip = ncn_dec_cat_northern_missionaries
		}
	}
	focus = {
		id = NCN_loyalties_amongst_clergy
		icon = GFX_goal_NCN_generic_SLC_Temple
		cost = 45
		prerequisite = {
			focus = NCN_send_missionaries_north
		}
		mutually_exclusive = {
			focus = NCN_loyalties_amongst_army
		}

		x = 1
		y = 1
		relative_position_id = NCN_send_missionaries_north

		completion_reward = {
			custom_effect_tooltip = ncn_clergy_loyal_tt
			set_country_flag = ncn_clergy_loyal
		}
	}
	focus = {
		id = NCN_send_missionaries_south
		icon = GFX_goal_NCN_God_Is_The_Father
		cost = 30
		prerequisite = {
			focus = NCN_bring_light_to_utah
		}

		x = 2
		y = 1
		relative_position_id = NCN_bring_light_to_utah

		completion_reward = {
			custom_effect_tooltip = ncn_dec_cat_southern_missionaries
		}
	}
	focus = {
		id = NCN_loyalties_amongst_army
		icon = GFX_goal_NCN_Zealous_Fervour
		cost = 30
		prerequisite = {
			focus = NCN_send_missionaries_south
		}
		mutually_exclusive = {
			focus = NCN_loyalties_amongst_clergy
		}

		x = -1
		y = 1
		relative_position_id = NCN_send_missionaries_south

		completion_reward = {
			custom_effect_tooltip = ncn_army_loyal_tt
			set_country_flag = ncn_army_loyal
		}
	}
	focus = {
		id = NCN_libraries_of_the_lord
		icon = GFX_goal_NCN_Mormon_Book
		cost = 35
		prerequisite = {
			focus = NCN_bring_light_to_utah
		}

		x = 0
		y = 1
		relative_position_id = NCN_bring_light_to_utah

		completion_reward = {
			add_research_slot = 1
		}
	}
	focus = {
		id = NCN_old_practices_for_new_times
		icon = GFX_goal_NCN_Mormon_Book
		cost = 60
		prerequisite = {
			focus = NCN_libraries_of_the_lord
		}
		available = {
			has_offensive_war = no
			ai_has_no_other_wars_or_wargoals = yes
		}

		x = 0
		y = 2
		relative_position_id = NCN_libraries_of_the_lord

			completion_reward = {
			add_ideas = ncn_idea_old_world_blues
			custom_effect_tooltip = ncn_old_practices_for_new_times_tt
			if = {
			limit = {
				 has_completed_focus = NCN_a_return_to_normality
				 }
			country_event = nf_ncn.16
			}
		}
	}

	focus = {
		id = NCN_a_peoples_church
		icon = GFX_goal_NCN_The_Promise_of_Paradise_Eternal
		cost = 30
		prerequisite = {
			focus = NCN_old_practices_for_new_times
		}

		x = -2
		y = 2
		relative_position_id = NCN_old_practices_for_new_times

		available = {
			has_civil_war = no
		}

		completion_reward = {
			add_popularity = {
				ideology = people
				popularity = 0.15
			}
			add_political_power = 100
			add_stability = 0.05
		}
	}
	focus = {
		id = NCN_preach_to_the_masses
		icon = GFX_goal_RRG_radio_broadcast
		cost = 30
		prerequisite = {
			focus = NCN_a_peoples_church
		}
		x = -1
		y = 1
		relative_position_id = NCN_a_peoples_church

		completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_religious_immigrants_2
				add_idea = ncn_idea_religious_immigrants_3
			}
		}
	}
	focus = {
		id = NCN_cultivate_mormon_settlements
		icon = GFX_KHA_focus_generic_construction
		cost = 30
		prerequisite = {
			focus = NCN_old_practices_for_new_times
		}
		dynamic = yes

		available = {
			has_civil_war = no
		}

		x = 2
		y = 2
		relative_position_id = NCN_old_practices_for_new_times

		completion_reward = {
			random_owned_state = {
				limit = {
					any_neighbor_state = {
						owner = {
							NOT = { tag = NCN }
						}
					}
					is_valid_state_for_2_civilian_factories = yes
				}
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
			random_owned_state = {
				limit = {
					any_neighbor_state = {
						owner = {
							NOT = { tag = NCN }
						}
					}
					is_valid_state_for_2_civilian_factories = yes
				}
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
			random_owned_state = {
				limit = {
					any_neighbor_state = {
						owner = {
							NOT = { tag = NCN }
						}
					}
					is_valid_state_for_2_civilian_factories = yes
				}
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
		}
	}
	focus = {
		id = NCN_a_mission_fulfilled
		icon = GFX_goal_HEA_focus_declaration_of_sanctuary
		cost = 30
		prerequisite = {
			focus = NCN_cultivate_mormon_settlements
		}

		x = 1
		y = 1
		relative_position_id = NCN_cultivate_mormon_settlements

		completion_reward = {
			remove_country_leader_trait = sporadic_missions
			add_stability = 0.1
			add_war_support = 0.05
		}
	}
	focus = {
		id = NCN_the_word_of_god
		icon = GFX_goal_NCN_God_Is_The_Father
		cost = 30
		prerequisite = {
			focus = NCN_old_practices_for_new_times
		}
		available = {
			ai_has_no_other_wars_or_wargoals = yes
		}
		bypass = {
			EHT = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}

		x = 0
		y = 1
		relative_position_id = NCN_old_practices_for_new_times
		will_lead_to_war_with = EHT

		completion_reward = {
			EHT = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
				remove_ideas = { ncn_idea_embers_of_a_holy_war }
		}
	}
	focus = {
		id = NCN_control_over_deseret
		icon = GFX_goal_NCN_Kingdom_of_God
		cost = 30
		prerequisite = {
			focus = NCN_the_word_of_god
		}

		x = 0
		y = 1
		relative_position_id = NCN_the_word_of_god

		available = {
			NOT = { has_war_with = EHT }
		}

		completion_reward = {
			custom_effect_tooltip = ncn_justify_wargoals_tt
			custom_effect_tooltip = form_deseret_cores_tt
			every_state = { # Adds a core on every state in the Utah region
				limit = {
					is_utah_state = yes
				}
				add_core_of = NCN
			}
			custom_effect_tooltip = form_deseret_annex_puppet_tt
			custom_effect_tooltip = form_deseret_take_puppet_tt
			hidden_effect = {
				every_country = { # If every state a puppet owns is in the Utah region, we annex them and take the troops
					limit = {
						is_subject_of = NCN
						all_owned_state = {
							is_utah_state = yes
						}
					}
					NCN = { annex_country = { target = PREV transfer_troops = yes } }
				}
				every_country = { # If a puppet has some but not all of their states in the Utah region, we snag the Utah states
					limit = {
						is_subject_of = NCN
						any_owned_state = {
							is_utah_state = yes
						}
						NOT = {
							all_owned_state = {
								is_utah_state = yes
							}
						}
					}
					every_owned_state = {
						limit = { is_utah_state = yes }
						NCN = { transfer_state = PREV }
					}
				}
			}
		}
	}


	focus = {
		id = NCN_nothing_to_chance
		icon = GFX_goal_generic_advanced_firearms_focus
		cost = 7
		x = -11
		y = 1
		relative_position_id = NCN_return_dead_city
		prerequisite = { focus = NCN_return_dead_city }
		available = {
			is_joshua_leader = yes
		}

		completion_reward = {
			country_event = nf_ncn.20
			remove_ideas = { NCN_Birth-Withold }
		}
	}

	focus = {
		id = NCN_upper_colorado
		icon = GFX_goal_generic_canyon_focus
		cost = 30
		prerequisite = {
			focus = NCN_nothing_to_chance
		}
		available = {
			ai_has_no_other_wars_or_wargoals = yes
		}
		x = -1
		y = 1
		relative_position_id = NCN_nothing_to_chance
		will_lead_to_war_with = UIN
		bypass = {
			UIN = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		completion_reward = {
			UIN = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}
	focus = {
		id = NCN_continue_the_campaign
		icon = GFX_goal_generic_mountain_fortress
		cost = 30
		prerequisite = {
			focus = NCN_upper_colorado
		}
		available = {
			ai_has_no_other_wars_or_wargoals = yes
		}
		x = -1
		y = 1
		relative_position_id = NCN_upper_colorado
		will_lead_to_war_with = LON
		will_lead_to_war_with = ANO
		bypass = {
			LON = {
				all_core_land_owned_by_prev_sphere = yes
			}
			ANO = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		completion_reward = {
			LON = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			ANO = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}
	focus = {
		id = NCN_pay_off_the_north
		icon = GFX_goal_ancient_wealth
		cost = 30
		prerequisite = {
			focus = NCN_continue_the_campaign
		}
		x = 1
		y = 1
		relative_position_id = NCN_continue_the_campaign
		available = {
			owns_state = 535
			owns_state = 484
			owns_state = 611
		}
		completion_reward = {
			535 = {
				if = {
					limit = {
						is_valid_state_for_civilian_factory = yes
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
				add_core_of = NCN
			}
			484 = {
				if = {
					limit = {
						is_valid_state_for_civilian_factory = yes
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
				add_core_of = NCN
			}
			611 = {
				if = {
					limit = {
						is_valid_state_for_civilian_factory = yes
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
				add_core_of = NCN
			}
			
		}
	}
	focus = {
		id = NCN_word_of_god_north
		icon = GFX_goal_NCN_Northern_Missionaries
		cost = 30
		prerequisite = {
			focus = NCN_pay_off_the_north
		}
		x = -1
		y = 1
		relative_position_id = NCN_pay_off_the_north
		available = {
			owns_state = 535
			owns_state = 484
			owns_state = 611
		}
		completion_reward = {
			custom_effect_tooltip = NCN_word_of_god_north_tt
		}
	}

	focus = {
		id = NCN_crush_clockwatchers
		icon = GFX_goal_generic_alarm_clock
		cost = 30
		prerequisite = {
			focus = NCN_nothing_to_chance
		}
		available = {
			ai_has_no_other_wars_or_wargoals = yes
		}
		x = 1
		y = 1
		relative_position_id = NCN_nothing_to_chance
		will_lead_to_war_with = CLK
		bypass = {
			CLK = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		completion_reward = {
			CLK = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}
	focus = {
		id = NCN_protect_southern_flank
		icon = GFX_goal_generic_bunkers_focus
		cost = 30
		prerequisite = {
			focus = NCN_crush_clockwatchers
		}
		x = 1
		y = 1
		relative_position_id = NCN_crush_clockwatchers
		available = {
			owns_state = 496
			owns_state = 456
			owns_state = 43
		}
		completion_reward = {
			496 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = 6465
				}
			}
			43 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = 101
				}
			}
			456 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = 7473
				}
			}
		}
	}
	focus = {
		id = NCN_pay_off_the_south
		icon = GFX_goal_NEW_Caps_for_Loyalty
		cost = 30
		prerequisite = {
			focus = NCN_protect_southern_flank
		}
		x = -1
		y = 1
		relative_position_id = NCN_protect_southern_flank
		available = {
			owns_state = 496
			owns_state = 456
			owns_state = 43
		}
		completion_reward = {
			496 = {
				if = {
					limit = {
						is_valid_state_for_civilian_factory = yes
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
				add_core_of = NCN
			}
			456 = {
				if = {
					limit = {
						is_valid_state_for_civilian_factory = yes
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
				add_core_of = NCN
			}
			43 = {
				if = {
					limit = {
						is_valid_state_for_civilian_factory = yes
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
				add_core_of = NCN
			}
			
		}
	}
	focus = {
		id = NCN_word_of_god_south
		icon = GFX_goal_NCN_Northern_Missionaries
		cost = 30
		prerequisite = {
			focus = NCN_pay_off_the_south
		}
		x = 1
		y = 1
		relative_position_id = NCN_pay_off_the_south
		available = {
			owns_state = 496
			owns_state = 456
			owns_state = 43
		}
		completion_reward = {
			custom_effect_tooltip = NCN_word_of_god_south_tt
		}
	}
	focus = {
		id = NCN_end_the_80s
		icon = GFX_goal_80
		cost = 30
		prerequisite = {
			focus = NCN_pay_off_the_south
			focus = NCN_pay_off_the_north
		}
		available = {
			NOT = { is_in_faction_with = EHT }
			ai_has_no_other_wars_or_wargoals = yes
		}
		will_lead_to_war_with = EHT
		relative_position_id = NCN_pay_off_the_south
		x = -1
		y = 1
		bypass = {
			EHT = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		completion_reward = {
			EHT = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}
	focus = {
		id = NCN_gods_will
		icon = GFX_goal_NCN_The_Promise_of_Paradise_Eternal
		cost = 30
		prerequisite = {
			focus = NCN_end_the_80s
		}
		relative_position_id = NCN_end_the_80s
		x = 0
		y = 1
		completion_reward = {
			custom_effect_tooltip = ncn_justify_wargoals_tt
			add_threat = 05
		}
	}


	focus = {
		id = NCN_arm_the_faithful
		icon = GFX_goal_generic_metal_focus
		cost = 30
		prerequisite = {
			focus = NCN_nothing_to_chance
		}
		relative_position_id = NCN_nothing_to_chance
		x = 0
		y = 2
		completion_reward = {
			551 = {
				add_resource = {
					type = water
					amount = 10
				}
				add_resource = {
					type = energy
					amount = 6
				}
				add_resource = {
					type = metal
					amount = 8
				}
			}
		}
	}

	focus = {
		id = NCN_god_and_gold
		icon = GFX_goal_ancient_wealth
		cost = 7
		x = 11
		y = 1
		prerequisite = { focus = NCN_a_return_to_normality }
		available = {
			has_country_leader = {
				name = "Jeremiah Rigdon"
				ruling_only = yes
			}
		}
		relative_position_id = NCN_a_return_to_normality
		completion_reward = {
			country_event = nf_ncn.19
		}
	}

	focus = {
		id = NCN_economic_reform
		icon = GFX_goal_VEG_Economic_Miracle
		cost = 60
		x = 1
		y = 1
		prerequisite = { focus = NCN_god_and_gold }
		relative_position_id = NCN_god_and_gold
		completion_reward = {
			add_political_power = 180
			add_stability = -0.03
		}
	}
	focus = {
		id = NCN_corrupt_the_south
		icon = GFX_goal_brahmin_cart
		cost = 60
		x = 2
		y = 1
		prerequisite = { focus = NCN_economic_reform }
		relative_position_id = NCN_economic_reform
		completion_reward = {
			custom_effect_tooltip = NCN_corrupt_the_south_tt
		}
	}

	focus = {
		id = NCN_armament_programs
		icon = GFX_KHA_focus_camp_armouries
		cost = 30
		x = -1
		y = 1
		prerequisite = { focus = NCN_god_and_gold }
		relative_position_id = NCN_god_and_gold
		completion_reward = {
			551 = {
				if = {
					limit = {
						is_valid_state_for_2_arms_factories = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
			random_owned_state = { 
			if = {
					limit = {
						is_valid_state_for_2_arms_factories = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
				random_owned_state = { 
			if = {
					limit = {
						is_valid_state_for_2_arms_factories = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
			
			add_equipment_to_stockpile = {
			type = ballistic_equipment_3
			amount = 300
			producer = UTH
			}
			add_equipment_to_stockpile = {
			type = ballistic_equipment_2
			amount = 300
			producer = UTH
			}
			
		}
	}
	focus = {
		id = NCN_corrupt_the_north
		icon = GFX_goal_brahmin_cart
		cost = 60
		x = -2
		y = 1
		prerequisite = { focus = NCN_armament_programs }
		relative_position_id = NCN_armament_programs
		completion_reward = {
			custom_effect_tooltip = NCN_corrupt_the_north_tt
		}
	}
	focus = {
		id = NCN_exploit_contracts
		icon = GFX_goal_CAF_treaty
		cost = 60
		x = 0
		y = 1
		prerequisite = { focus = NCN_corrupt_the_north }
		relative_position_id = NCN_corrupt_the_north
		completion_reward = {
			add_popularity = {
				ideology = elites
				popularity = 0.15
			}
		}
	}
	focus = {
		id = NCN_taxes_come_due
		icon = GFX_goal_cap_and_cash
		cost = 60
		x = 2
		y = 1
		prerequisite = { focus = NCN_corrupt_the_north }
		prerequisite = { focus = NCN_drop_the_pretense }
		relative_position_id = NCN_corrupt_the_north
		completion_reward = {
			custom_effect_tooltip = NCN_taxes_come_due_tt
		}
	}

	focus = {
		id = NCN_pay_debts
		icon = GFX_goal_bottlecap
		cost = 60
		x = -2
		y = 1
		prerequisite = {
			focus = NCN_corrupt_the_south
		}
		prerequisite = { focus = NCN_drop_the_pretense }
		relative_position_id = NCN_corrupt_the_south
		completion_reward = {
			custom_effect_tooltip = NCN_pay_debts_tt
		}
	}
	focus = {
		id = NCN_economic_centralization
		icon = GFX_goal_generic_food_focus
		cost = 60
		x = 0
		y = 1
		prerequisite = {
			focus = NCN_pay_debts
			focus = NCN_taxes_come_due
		}
		mutually_exclusive = {
			focus = NCN_autonomy_for_tariffs
		}
		available = {
			num_subjects > 0
		}
		relative_position_id = NCN_taxes_come_due
		completion_reward = {
			custom_effect_tooltip = ncn_economic_centralization_tt
			every_country = {
				limit = { is_subject_of = NCN }
				add_ideas = ncn_idea_the_invisible_hand
			}
		}
	}
	focus = {
		id = NCN_autonomy_for_tariffs
		icon = GFX_goal_generic_large_scale_normal_industry_focus
		cost = 60
		x = 0
		y = 1
		prerequisite = {
			focus = NCN_pay_debts
			focus = NCN_taxes_come_due
		}
		mutually_exclusive = {
			focus = NCN_economic_centralization
		}
		available = {
			num_subjects > 0
		}
		relative_position_id = NCN_pay_debts
		completion_reward = {
			custom_effect_tooltip = ncn_autonomy_for_tariffs_tt
			every_country = {
				limit = { is_subject_of = NCN }
				add_ideas = ncn_idea_paying_tithe
			}
		}
	}
	focus = {
		id = NCN_invest_in_local_industries
		icon = GFX_goal_generic_workshop
		cost = 60
		x = 0
		y = 1
		prerequisite = {
			focus = NCN_corrupt_the_south
		}
		prerequisite =	{ focus = NCN_drop_the_pretense }
		relative_position_id = NCN_corrupt_the_south
		completion_reward = {
			random_owned_state = {
				limit = {
					is_core_of = NCN
					is_valid_state_for_civilian_factory = yes
				}
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
			random_owned_state = {
				limit = {
					is_core_of = NCN
					is_valid_state_for_civilian_factory = yes
				}
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
			random_owned_state = {
				limit = {
					is_core_of = NCN
					is_valid_state_for_civilian_factory = yes
				}
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
			random_owned_state = {
				limit = {
					is_core_of = NCN
					is_valid_state_for_civilian_factory = yes
				}
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
		}
	}
	focus = {
		id = NCN_drop_the_pretense
		icon = GFX_goal_NEW_Caps_for_Loyalty
		cost = 30
		x = 0
		y = 2
		prerequisite = { focus = NCN_god_and_gold }
		relative_position_id = NCN_god_and_gold
		completion_reward = {
			set_politics = {
				ruling_party = elites
			}
			create_country_leader = {
				name = "Jeremiah Rigdon"
				desc = "Jeremiah_DESC"
				picture = "portrait_rigdon.dds"
				expire = "3000.1.1"
				ideology = conspiratory_oligarchy
			traits = {
					backroom_backstabber
				}
			}
			add_popularity = {
				ideology = elites
				popularity = 0.15
			}
		}
	}
	focus = {
		id = NCN_exploit_shadow_market
		icon = GFX_goal_NEW_Jet_Beta_is_finished
		cost = 30
		prerequisite = {
			focus = NCN_exploit_contracts
		}
		prerequisite = {
			focus = NCN_invest_in_local_industries
			focus = NCN_pay_debts
		}
		x = -1
		y = 1
		relative_position_id = NCN_economic_centralization
		completion_reward  = {
			add_ideas = ncn_idea_legal_drug_shipments
			clr_country_flag = bans_drugs
			swap_ideas = {
				remove_idea = chems_banned
				add_idea = chems_legalised
			}
		}
	}
	focus = {
		id = NCN_spread_corruption
		icon = GFX_goal_generic_slave_collars
		cost = 30
		prerequisite = {
			focus = NCN_exploit_contracts
			focus = NCN_invest_in_local_industries
		}
		x = -1
		y = 1
		relative_position_id = NCN_autonomy_for_tariffs
		completion_reward = {
			custom_effect_tooltip = ncn_justify_wargoals_tt
		}
	}
	focus = {
		id = NCN_clash_with_bear
		icon = GFX_goal_80
		cost = 60
		prerequisite = {
			focus = NCN_taxes_come_due
			focus = NCN_pay_debts
		}
		prerequisite = {
			focus = NCN_invest_in_local_industries
		}
		available = {
			NOT = { is_in_faction_with = EHT }
			ai_has_no_other_wars_or_wargoals = yes
		}
		x = 1
		y = 1
		relative_position_id = NCN_autonomy_for_tariffs
		will_lead_to_war_with = EHT
		bypass = {
			EHT = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		completion_reward = {
			EHT = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}

	focus = {
		id = NCN_caesar_and_king
		icon = GFX_goal_RRG_poison_bull
		cost = 7
		x = 0
		y = 1
		relative_position_id = NCN_return_dead_city
		prerequisite = { focus = NCN_return_dead_city }

		completion_reward = {
			country_event = nf_ncn.21
		}
	}
	focus = {
		id = NCN_trouble_colorado
		icon = GFX_goal_NCR_Riverbank
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_caesar_and_king
		prerequisite = { focus = NCN_caesar_and_king	}
		completion_reward = {
			hidden_effect = {
				every_owned_state = {
					limit = {
						is_coastal = yes
					}
					add_building_construction = {
						type = coastal_bunker
						level = 1
						instant_build = yes
						province = {
							all_provinces = yes
							limit_to_coastal = yes
						}
					}
				}
			}
			custom_effect_tooltip = adds_forts_across_river
		}
	}
	focus = {
		id = NCN_secure_canyon_lookouts
		icon = GFX_goal_generic_bomb_space_station
		cost = 30
		x = -1
		y = 1
		available = {
			is_neighbor_of = SLE
			ai_has_no_other_wars_or_wargoals = yes
		}
		bypass = {
			OR = {
				SLE = { is_subject_of = NCN }
				SLE = { is_in_faction_with = NCN }
			}
		}
		relative_position_id = NCN_trouble_colorado
		prerequisite = { focus = NCN_trouble_colorado }
		will_lead_to_war_with = SLE
		completion_reward = {
			if = {
				limit = { SLE = { exists = yes } }
				create_wargoal = { type = puppet_wargoal_focus target = SLE }
				else = {
					activate_targeted_decision = {
						target = SLE
						decision = demand_stolen_territory
					}
				}
			}
		}
	}

	focus = {
		id = NCN_send_mission_to_mojave
		icon = GFX_goal_VEG_Aligning_the_Families
		cost = 30
		x = 1
		y = 1
		relative_position_id = NCN_trouble_colorado
		prerequisite = { focus = NCN_trouble_colorado }
		available = {
			ai_has_no_other_wars_or_wargoals = yes
		}
		bypass = {
			SKY = { exists = no }
		}
		will_lead_to_war_with = SKY
		completion_reward = {
			custom_effect_tooltip = ncn_send_mission_to_mojave_tt
			country_event = nf_ncn.25
			hidden_effect = {
				news_event = nf_ncn.26
			}
		}
	}

	focus = {
		id = NCN_best_bad_bunch
		icon = GFX_goal_BOS_ncr_diplomacy
		cost = 30
		x = 1
		y = 1
		relative_position_id = NCN_send_mission_to_mojave
		available = {
			NOT = { has_war_with = NCR }
		}
		prerequisite = { focus = NCN_send_mission_to_mojave }
		completion_reward = {
			add_opinion_modifier = {
				target = NCR
				modifier = NCN_NCR_friends
			}
			NCR = {
				add_opinion_modifier = {
					target = NCN
					modifier = NCN_NCR_friends
				}
			}
			diplomatic_relation = {
				country = NCR
				relation = non_aggression_pact
				active = yes
			}
		}
	}
	focus = {
		id = NCN_allies_of_convenience
		icon = GFX_goal_ncn_ncr_alliance
		cost = 30
		x = 0
		y = 1
		available = {
			NOT = { has_war_with = NCR }
			has_war_with = CES
			NCR = { has_war_with = CES }
		}
		relative_position_id = NCN_best_bad_bunch
		prerequisite = { focus = NCN_best_bad_bunch }
		completion_reward = {
			custom_effect_tooltip = ncn_allies_of_convenience_tt
			NCR = { country_event = nf_ncn.34 }
		}
	}

	focus = {
		id = NCN_citizenship_for_all
		icon = GFX_goal_generic_human_warriors
		cost = 30
		x = -1
		y = 1

		relative_position_id = NCN_send_mission_to_mojave
		prerequisite = { focus = NCN_send_mission_to_mojave }
		prerequisite = { focus = NCN_secure_canyon_lookouts }
		completion_reward = {
			add_stability = -0.05
			add_manpower = 1000
		}
	}

	focus = {
		id = NCN_kingdom_of_god
		icon = GFX_goal_NCN_Kingdom_of_God
		cost = 60
		prerequisite = {
			focus = NCN_citizenship_for_all
		}

		x = 0
		y = 2
		relative_position_id = NCN_citizenship_for_all

		completion_reward = {
			custom_effect_tooltip = ncn_form_deseret_tt
			every_state = {
				limit = {
					is_utah_state = yes
					NOT = {
						owner = {
							OR = {
								tag = NCN
								is_subject_of = NCN
							}
						}
					}
				}
				add_claim_by = NCN
			}
		}
	}

	focus = {
		id = NCN_develop_support
		icon = GFX_goal_NCN_45_Auto_Pistol
		cost = 30
		x = -3
		y = 1
		relative_position_id = NCN_send_mission_to_mojave
		prerequisite = { focus = NCN_send_mission_to_mojave }
		prerequisite = { focus = NCN_secure_canyon_lookouts }
		will_lead_to_war_with = CES
		completion_reward = {
			add_tech_bonus = {
				uses = 2
				bonus = 0.6
				category = support_tech_category
			}
		}
	}

	focus = {
		id = NCN_end_caesar
		icon = GFX_goal_generic_legion_speared
		cost = 30
		x = 0
		y = 1
		available = { 
		OR = {
			is_joshua_leader = yes 
		
			has_country_leader = {
				name = "Daniel"
				ruling_only = yes
				}
			}
			CES = { exists = yes }
		ai_has_no_other_wars_or_wargoals = yes
			has_war_support > 0.60
			}
			
			
		relative_position_id = NCN_develop_support
		prerequisite = { focus = NCN_develop_support }
		will_lead_to_war_with = CES
		completion_reward = {
			if = {
				limit = { CES = { exists = yes } }
				create_wargoal = { type = topple_government target = CES }
				else = {
					activate_targeted_decision = {
						target = CES
						decision = demand_stolen_territory
					}
				}
			}
		}
	}

	

# vim: set ft=pdx ts=2 sw=2 tw=79 :

### A Heart in the west ###

	focus = {
		id= NCN_Rebuilding_SLC
		Icon = GFX_goal_generic_scrap_city_housing
		Cost = 45
		x = 32
		y = 1
		prerequisite = { focus = NCN_judge_4 }
		relative_position_id =  NCN_judge_4
		available = { controls_state = 551
						controls_state = 266 }
						ai_will_do = {
						factor = 80 
					}
					ai_will_do = {
		Factor = 80
			modifier = {
				factor = 2
				date > 2276.1.1
			}
		}
		
	completion_reward = {
			551		= {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes}
					}
					266 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
			add_tech_bonus = {
				bonus = 0.66
				uses = 3
				category = building_tech
			}
		}
	}

	focus = {
		id = NCN_The_SLC_AIRPORT
		icon = GFX_goal_generic_airbases_focus
		cost = 30
		x = -1
		y = 1
		prerequisite =  { focus = NCN_Rebuilding_SLC }
		relative_position_id =   NCN_Rebuilding_SLC
		available = { controls_state = 551 }
		completion_reward = {
			551	 = {
				add_building_construction = {
					type = air_base
					level = 4
					instant_build = yes
				}
			}
				add_equipment_to_stockpile = {
				type = cargo_plane_equipment_2
				amount = 25
				producer = USA
				}
				add_equipment_to_stockpile = {
				type = fighter_equipment_2
				amount = 50
				producer = USA
				}
			add_tech_bonus = {
				uses = 2
				bonus = 0.33
				category = radar_tech
				}
			}
		}
		
	focus = {
		id = NCN_Salt_Lake_Purifiers
		icon = GFX_goal_generic_water
			cost = 30
		x = 1
		y = 1
		relative_position_id =  NCN_Rebuilding_SLC
		prerequisite = { focus = NCN_Rebuilding_SLC }
		available = { has_tech = resource_generator_water_tech_1 }
		available = { controls_state = 551 
						controls_state = 50 }
		completion_reward = {
			551 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
			type = water_generator
			level = 2
		}
	}
		266 = { 
		add_extra_state_shared_building_slots = 2
			add_building_construction = {
			type = water_generator
			level = 2
			}
		}
		
		50 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
			type = water_generator
			level = 1
			}
		}
			set_temp_variable = { caps_to_add = 50 }
				add_caps = yes
	}
}

	focus = {
	id = NCN_Family_Growth
	icon = GFX_goal_TDT_heart
		cost = 30
		x = -3
		y = 1
		relative_position_id = NCN_Rebuilding_SLC
		prerequisite = { focus = NCN_Rebuilding_SLC }
		available = { controls_state = 551
						controls_state = 266 }
		completion_reward = {
		
		add_ideas =  {
				ncn_family_growth
			}
		551 = {
				set_temp_variable = {
					pop_add = 750
				}
				add_state_population = yes
			}
			266 = {
				set_temp_variable = {
					pop_add = 500
				}
				add_state_population = yes
			}
		}
	}

	focus = {
	id = NCN_Connecting_the_Tribe
	icon =  GFX_goal_generic_road_construction
		cost = 30
		x = 3
		y = 1
		relative_position_id =  NCN_Rebuilding_SLC
		prerequisite = { focus = NCN_Rebuilding_SLC }
		completion_reward = {
			266 = {
			add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes }
					}
			551 = {
			add_building_construction = {
			type = infrastructure
			level = 3
			instant_build = yes }
			}
			352 = {
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes }
				}
			}
		}
		focus = {
		id = NCN_Rose_Garden
		icon = GFX_goal_max_clear_the_roads
		cost = 30
		x  = 2
		y = 1
		relative_position_id = NCN_Connecting_the_Tribe
		prerequisite = { focus = NCN_Connecting_the_Tribe }
		available = { controls_state = 266 }
		completion_reward = {
			266 = { 
			add_resource = {
					type = advanced
					amount = 3
				}
			add_resource = {
				type  = circuitry
				amount = 3 
			}
			add_resource = {
				type =  metal
				amount = 4
			}
		 add_extra_state_shared_building_slots = 1
		}
	}
}
		
		focus = {
		id = NCN_Electrical_Stoplights_And_Solar
		icon = GFX_goal_generic_light_poles
		cost = 30
		x = 0
		y = 1
			relative_position_id = NCN_Connecting_the_Tribe
			prerequisite = { Focus = NCN_Connecting_the_Tribe }
			completion_reward = {
			266 = {
			add_resource = {
					type = energy
					amount = 6
				}
				}
			551 = {
			add_resource = {
					type = energy
					amount = 6
				}
			}
		add_ideas = { ncn_tribal_tourism
		}
	}
	}
		focus = {
		id = NCN_Salt_Based_Investments
		icon = GFX_goal_EHT_empire_salt
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Salt_Lake_Purifiers
		prerequisite = { focus = NCN_Salt_Lake_Purifiers }
		completion_reward = {
			551 = {
			add_resource = {
					type = water
					amount = 6
				}
				}
				266 = {
			add_resource = {
					type = water
					amount = 6
				}
				}
				random_owned_state = {
				add_extra_state_shared_building_slots = 2 }
				random_owned_state = {
				add_extra_state_shared_building_slots = 2 }
				set_temp_variable = { caps_to_add = 50 }
				add_caps = yes
			}
		}
		focus = {
		id = NCN_Salavging_Tech_Schmatics
		icon = GFX_goal_SOK_schematics
			cost = 30
			x = 0
			y = 1
			relative_position_id = NCN_The_SLC_AIRPORT
			prerequisite = { focus = NCN_The_SLC_AIRPORT }
			completion_reward = {
			add_tech_bonus = {
					uses = 3
					bonus = 0.50
					category = robotics_tech_category
							  }
				add_tech_bonus = {
				uses = 2
				bonus = 0.33
				category = industry
				add_tech_bonus = {
				uses = 3
				bonus = 0.25
				category = electronics
				}
			}
		}
	}

		focus = {
		id = NCN_Keep_it_Traditional
		icon = GFX_goal_NCN_lovers
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Family_Growth
		prerequisite = { focus = NCN_Family_Growth }
		ai_will_do = {
			modifier = {
				factor = 40
				NCN_has_ai_behavior_daniel = yes
			}
		}
		ai_will_do = {
			modifier = {
				factor = 30
				NCN_has_ai_behavior_joshua = yes
			}
		}
		mutually_exclusive = {
			focus = NCN_Embrace_polygamy
			}
			completion_reward = { 
				swap_ideas = {
					remove_idea = ncn_family_growth
					add_idea = ncn_single_marriage
				}
	
					add_political_power = 50
					}
		}


		focus = {
		id = NCN_Embrace_polygamy
		icon = GFX_goal_RRG_Dante_Pin_Ups
		cost = 30
		x = -2
		y = 1
		relative_position_id = NCN_Family_Growth
		prerequisite = { focus = NCN_Family_Growth }
		mutually_exclusive = {
			focus = NCN_Keep_it_Traditional
			}
			completion_reward =  {
			custom_effect_tooltip = ncn_increase_decadence_3
			add_to_variable = {
				var = ncn_decadence
				value = 3
		}  
			swap_ideas = {
				remove_idea = ncn_family_growth
				add_idea = ncn_polygamy
			}
			
		}
		}

		focus = {
		id = NCN_A_Happy_family_and_a_growing_Suburb
		icon = GFX_goal_NCN_family
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Keep_it_Traditional
		prerequisite = {
			focus = NCN_Keep_it_Traditional
			focus = NCN_Embrace_polygamy
		}
		available = { controls_state = 551
						controls_state = 266 }
		completion_reward = {
			50 =  {  add_extra_state_shared_building_slots = 2
			  set_temp_variable = {
					pop_add = 150 }
					add_state_population = yes
				}

			352 =   {  add_extra_state_shared_building_slots = 2
			   set_temp_variable = {
					pop_add = 200 }
					add_state_population = yes
				}

			551 = {  add_extra_state_shared_building_slots = 2
			set_temp_variable = {
					pop_add = 500 }
					add_state_population = yes
					}
			266 = { add_extra_state_shared_building_slots = 1
				set_temp_variable = {
					pop_add = 600 }
					add_state_population = yes
					}
				}
			}

		focus = {
		id = NCN_Reverse_Engineer
		icon = GFX_goal_generic_power_armour_raider_overboss
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Salavging_Tech_Schmatics
		prerequisite = { focus = NCN_Salavging_Tech_Schmatics
		}
		completion_reward =  {
		set_technology = {
		power_armour_tech_level_tribal = 1 }
		551 = { 
			add_resource = {
			type = circuitry 
			amount = 4
			
			}
		}
		266 = { 
		add_resource = {
			type = advanced 
			amount = 3 }
			add_resource = {
			type = composites 
			amount = 2 }
			}
		add_equipment_to_stockpile = {
		type = support_robot_two_legs_equipment_1
		amount = 120
		producer = usa
		}
			
	}
}

		focus = {
		id = NCN_Coast_and_Police_Force
		icon = GFX_goal_generic_helm_sierra
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Salt_Based_Investments
		prerequisite = { focus =  NCN_Salt_Based_Investments }
		available = { controls_state = 551
					   controls_state = 266
		}
					   
		completion_reward = {
			551 =  {	add_extra_state_shared_building_slots = 2
					add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes }
					add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes }
					}
			266 = {	add_extra_state_shared_building_slots = 2
					add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes }
					add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes }
					}
				}
			}
		focus = {
		id = NCN_Restore_Union_Station
		icon = GFX_goal_generic_train
		Cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Electrical_Stoplights_And_Solar
		prerequisite = { focus = NCN_Electrical_Stoplights_And_Solar }
		available = { controls_state = 266 }
		completion_reward = {
			266 = {
			add_resource = {
					type = metal
					amount = 12
							}
							add_resource = {
					type = composites
					amount = 6
							}
								add_resource = {
					type = circuitry
					amount = 3
							}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type =  infrastructure
					level = 2
					instant_build = yes }
					add_building_construction = {
					type = industrial_complex 
					level = 2
					instant_build = yes }
			}
		}
		}

		focus = {
		id = NCN_A_Bank_Of_The_State
		icon = GFX_goal_generic_money
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Restore_Union_Station
		prerequisite = { focus = NCN_Restore_Union_Station }
		completion_reward =  {
			custom_effect_tooltip = ncn_increase_decadence_2
			add_to_variable = {
				var = ncn_decadence
				value = 2
		}
		update_ncn_decadence = yes 
			add_ideas = { ncn_New_Cannanite_Bank }
			custom_effect_tooltip = ncn_dec_cat_NCN_banking_investments
			set_temp_variable = { caps_to_add = 150 }
				add_caps = yes
		}
	}



		focus = {
		id = NCN_law_enforcement
		icon = GFX_goal_generic_sheriff_badge
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Coast_and_Police_Force
		prerequisite = { focus = NCN_Coast_and_Police_Force }
		completion_reward = {
		set_technology = { police_infantry_tech = 1 }
		add_stability = 0.06
		add_political_power = 25
		add_to_variable = { NCN_modifier_army_sub_unit_police_infantry_max_org_factor = 0.05 }
		add_to_variable = { NCN_modifier_army_sub_unit_police_infantry_defence_factor = 0.03 }
		custom_effect_tooltip = NCN_SWAT_tt
			force_update_dynamic_modifier = yes
			add_ideas = { ncn_mormon_training_1 }
					}
				}

		focus = {
			id = NCN_Television
			icon = GFX_goal_TIM_patch_moviemaking
			cost = 30
			x = 0
			y = 1
			relative_position_id = NCN_Reverse_Engineer
			prerequisite = {   focus = NCN_Reverse_Engineer }
			available = { has_tech = electronic_engineering_2 }
			completion_reward =   {
			set_technology = { ncn_Television_tech = 1 }
			custom_effect_tooltip = ncn_Television_tt
			}
		}


		focus = {
		id = NCN_Our_Home
		icon = GFX_goal_generic_welcome_home
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_A_Happy_family_and_a_growing_Suburb
		prerequisite = { focus = NCN_A_Happy_family_and_a_growing_Suburb }
		completion_reward = {
			add_political_power = 75
			add_stability = 0.07
			add_ideas = { NCN_our_home}
			551 ={ 
			add_extra_state_shared_building_slots = 2 
			add_manpower = 1000 }
		
			}
		}

		focus = {
		id = NCN_Heart_Of_The_West
		icon = GFX_goal_generic_scyscrapers_prewar
		cost = 90
		x = 1
		y = 1
		relative_position_id = NCN_Television
		prerequisite = { focus = NCN_Our_Home }
		prerequisite = { focus = NCN_Television }
		prerequisite = { focus = NCN_A_Bank_Of_The_State }
		prerequisite = { focus = NCN_law_enforcement }
		available = { controls_state = 551 }
		available = { controls_state = 266 }

				completion_reward = {
				
			
				551 =  {
				set_temp_variable = {
						pop_add = 4500
						}
						add_state_population = yes
				add_extra_state_shared_building_slots = 5
				set_temp_variable = {
					development_to_add = 2
				}
				add_development_to_node = yes
				add_state_modifier = {
					modifier = {	
				 caps_trade_node_route_limit = 1
					}
				}
			}
				set_technology = { habitation_tech_level_scientific = 1 }
				set_technology = { tools_tech_level_scientific = 1 }
				266 = {
				add_extra_state_shared_building_slots = 3 
				set_temp_variable = {
						pop_add = 2000
						}
						add_state_population = yes
			}
		}
		
	}
		

	## Missionary Work ##
	focus = {
	id = NCN_Missionary_Circuit
	icon = GFX_goal_MOC_education
		cost = 45
		x = 45
		y = 1
		relative_position_id = NCN_judge_4
		prerequisite = {  focus = NCN_judge_4}
			completion_reward = {
		add_ideas = {
		ncn_caravan_circuit }
		add_political_power = 50
		}
	}
	focus = {
	id = NCN_Setting_Up_Shop
	icon = GFX_goal_HEA_focus_precursers
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Missionary_Circuit
		prerequisite = { focus = NCN_Missionary_Circuit }
		completion_reward = {
		add_political_power = 25
		CLK = { add_ideas = ncn_idea_mormon_mission
		capital_scope = { add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
			}
		}
			DEA = { add_ideas = ncn_idea_mormon_mission 
			capital_scope = { add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
			}
		}
		
		SOR = { add_ideas = ncn_idea_mormon_mission 
		capital_scope = { add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
			}
		}
	
		EAG = { add_ideas = ncn_idea_mormon_mission 
		capital_scope = { add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
			}
		}
		DRY = { add_ideas = ncn_idea_mormon_mission  
		capital_scope = { add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
			}
		}
		SHO = { add_ideas = ncn_idea_mormon_mission 
		capital_scope = { add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
			}
		}
		random_owned_state = { add_extra_state_shared_building_slots = 2 
					add_resource  = {
						type = water
						amount = 3
					}
			}
			add_to_variable = { NCN_diplomacy_distance = 25 }
			force_update_dynamic_modifier = yes
			custom_effect_tooltip = Preaching_tomasses_tt
	}
}
			focus = {
			id = NCN_Temple_1
			icon = GFX_goal_religion_flag
			cost = 30
			search_filters = { FOCUS_FILTER_IDEAS }
			x = 0
			y = 1
			relative_position_id = NCN_Setting_Up_Shop
			prerequisite = { focus = NCN_Setting_Up_Shop }
			completion_reward = {
				549 = { add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1 }
					add_resource  = {
						type = water
						amount = 1
					}
				}
					
					627 = { add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1 }
					add_resource  = {
						type = water
						amount = 1
					}
				}
				custom_effect_tooltip = ncn_decrease_decadence_3
			add_to_variable = { 	var = ncn_decadence
				value = -3
			}
			add_to_variable = { NCN_diplomacy_distance = 25 }
			force_update_dynamic_modifier = yes
			custom_effect_tooltip = Preaching_tomasses_tt
		}
	}
			focus = {
			id = NCN_school_increase
			icon = GFX_goal_max_wealth_of_the_past
			search_filters = { FOCUS_FILTER_IDEAS }
			cost = 30
			x = -2
			y = 1
			relative_position_id = NCN_Setting_Up_Shop
			prerequisite = { focus = NCN_Setting_Up_Shop }
			completion_reward = { swap_ideas = {
			remove_idea = ncn_idea_church_education
			add_idea = ncn_idea_improved_church_universities
			}
			set_temp_variable = { caps_to_add = -100 }
			add_caps = yes
		}
	}
			focus = {
			id = NCN_Refuge
			Icon = GFX_goal_generic_sign_welcome
			cost = 30
			search_filters = { FOCUS_FILTER_IDEAS }
			x = 2
			y = 1
			relative_position_id = NCN_Setting_Up_Shop
			prerequisite = { focus = NCN_Setting_Up_Shop }
			completion_reward = {
			swap_ideas = {
				remove_idea = ncn_idea_religious_immigrants
				add_idea = ncn_idea_religious_immigrants_2
			}
		}
	}
	
			Focus = {
		id = NCN_Healing
		icon = GFX_goal_PLS_Good_Snek
		cost = 45
		search_filters = { FOCUS_FILTER_IDEAS }
		x = 4
		y = 1
		relative_position_id = NCN_Setting_Up_Shop
		available = { has_tech = med_company_tech_3 
					NCN_Emmaline = {
						is_hired_as_advisor = yes
					}
		}
		prerequisite = { focus = NCN_Setting_Up_Shop }
		completion_reward = {
		set_technology = { ncn_vaccince_care_tech = 1 }
		add_to_variable = { NCN_monthly_population = 0.05 }
		add_to_variable = { NCN_experience_loss_factor = -0.03 }
		add_to_variable = { NCN_exodus_national_appeal = 0.05 }
		custom_effect_tooltip = NCN_health_tt
			force_update_dynamic_modifier = yes
			}
		}
		
			Focus = {
		id = NCN_experienced_roads
		icon = GFX_goal_max_paved_roads
		cost = 45
		search_filters = { FOCUS_FILTER_IDEAS }
		x = -4
		y = 1
		relative_position_id = NCN_Setting_Up_Shop
		prerequisite = { focus = NCN_Setting_Up_Shop }
		completion_reward = {
			add_to_variable = { ncn_diplomacy_distance_factor = 0.10 }
			add_to_variable = { NCN_supply_consumption_factor = -0.05 }
			add_to_variable = { NCN_supply_node_range = 0.03 }
			add_to_variable = { NCN_terrain_penalty_reduction = 0.02 }
			custom_effect_tooltip = NCN_journey_tt
			force_update_dynamic_modifier = yes
			}
		}
		
			focus = {
			id = NCN_translations
			icon = GFX_goal_generic_books
			cost = 30
			x = 0
			y = 1
			relative_position_id = NCN_school_increase
			prerequisite = { focus = NCN_school_increase }
			completion_reward = {
			add_tech_bonus = {
				uses = 2
				bonus = 0.50
				category = communication_category
					}
					add_tech_bonus = {
				uses = 1
				bonus = 0.20
				category =  decryption_tech
					}
			}
			}

			focus = {
			id = NCN_more_religous_rest_stops
			icon = GFX_goal_generic_outpost
			cost = 30
			x = 0
			y = 1
			relative_position_id = NCN_Temple_1
			prerequisite = { focus = NCN_Temple_1 }
			completion_reward = {
			TTM = { add_ideas = ncn_idea_mormon_mission
			capital_scope = { add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
			}
		}
			BAG = { add_ideas = ncn_idea_mormon_mission
			capital_scope = { add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
			}
		}
		VLT = {  add_ideas = ncn_idea_mormon_mission
		capital_scope = { add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
			}
		}
		KHA = {  add_ideas = ncn_idea_mormon_mission
		capital_scope = { add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
			}
		}
		PNT = { add_ideas = ncn_idea_mormon_mission
			capital_scope = { add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
			}
		}
		ROS = { add_ideas = ncn_idea_mormon_mission
			capital_scope = { add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
			}
		}
		
		random_owned_state = { 
		Add_extra_state_shared_building_slots = 2
		
						add_resource = {
						type = water
						amount = 3
						}
					}
					
					random_owned_state = {
					Add_extra_state_shared_building_slots = 2
						add_resource = {
						type = metal
						amount = 2
						}
						add_resource = {
						type = water
						amount = 1
						}
					}
					add_to_variable = { NCN_diplomacy_distance = 25 }
			force_update_dynamic_modifier = yes
			custom_effect_tooltip = Preaching_tomasses_tt
		
			}
		}
		
			focus = {
			id = NCN_Samaritan
			icon = GFX_goal_generic_emote_help
			cost = 30
			search_filters = { FOCUS_FILTER_IDEAS }
			x = 0
			y = 1
			relative_position_id = NCN_Refuge
			prerequisite = { focus = NCN_Refuge }
			completion_reward = {
			add_ideas = { 
			ncn_idea_samaritan_1
			}
			add_political_power = 50
			
			}
		}
			focus = {
			id = NCN_Mosiah_217
			search_filters = { FOCUS_FILTER_IDEAS }
			icon = GFX_goal_CHC_an_army_of_healers
			cost = 30
			x = 0
			y = 1
			relative_position_id = NCN_Samaritan
			prerequisite = { focus = NCN_Samaritan }
			completion_reward = { swap_ideas = {
			remove_idea = ncn_idea_samaritan_1
			add_idea = ncn_idea_samaritan_2
			
			}
		}
		}
		
			focus = {
			id = NCN_preach_from
			icon = GFX_goal_NCN_moroni
			cost = 30
			
			x = 0
			y = 1
			relative_position_id = NCN_translations
			prerequisite = { focus = NCN_translations }
			available = {
			has_tech = decimetric_radar 
		}
			available = {
			controls_state = 549 
			controls_state = 627 }
			
			completion_reward = { add_stability = 0.03
			549 = { add_building_construction = {
					type = radar_station
					level = 2
					instant_build = yes
				}
			}
			627 = { add_building_construction = {
					type = radar_station
					level = 2
					instant_build = yes
				}
			}
		}
	}
			focus = {
			ID = ncn_sodom_persia
			cost = 30
			icon = GFX_goal_NCN_Flags_and_Book
			search_filters = { FOCUS_FILTER_IDEAS }
			x = 0 
			y = 1
			ai_will_do = {
			base = 40 
			}
			relative_position_id = NCN_more_religous_rest_stops
			prerequisite = {focus = NCN_more_religous_rest_stops }
			completion_reward = {
		NCR = { add_ideas = ncn_idea_mormon_mission
		capital_scope = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
				}
			}
		NEW = { add_ideas = ncn_idea_mormon_mission 
		capital_scope = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
				}
			}
		MOT = { add_ideas = ncn_idea_mormon_mission 
		capital_scope = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
				}
			}
		DES = { add_ideas = ncn_idea_mormon_mission
		capital_scope = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
				}
			}
				VEG = { add_ideas = ncn_idea_mormon_mission 
			capital_scope = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
				}
			}
				ARR = { add_ideas = ncn_idea_mormon_mission
			capital_scope = { add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
			}
		}
		MCA = { add_ideas = ncn_idea_mormon_mission
			capital_scope = { add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
			}
		}
		
		NAV = { add_ideas = ncn_idea_mormon_mission
			capital_scope = { add_extra_state_shared_building_slots = 1
		add_building_construction = {
					type = industrial_complex
					level = 1 }
			}
			add_to_variable = { NAV_resistance = 1 }
		}
				50 = { add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1 }
					add_resource  = {
						type = water
						amount = 2
					}
					add_resource  = {
						type = energy
						amount = 1
					}
				}
				random_owned_state = { add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1 }
					add_resource  = {
						type = metal
						amount = 2
					}
					add_resource  = {
						type = water
						amount = 1
					}
				}
				add_to_variable = { NCN_diplomacy_distance = 25 }
			force_update_dynamic_modifier = yes
			custom_effect_tooltip = Preaching_tomasses_tt
			}
		}
			
			focus = {
			ID = ncn_decide_what_to_do
			icon = GFX_KHA_focus_learn
			Cost = 30
			x = 0
			y = 1
			relative_position_id = NCN_Mosiah_217
			prerequisite = { focus = NCN_Mosiah_217 }
			completion_reward = {
			add_political_power = 150
			country_event = nf_ncn.58
			}
		}
			focus = {
			ID = NCN_temple_2
			Icon = GFX_goal_focus_arm_alamo
			cost = 30
			x = 0 
			y = 1
			relative_position_id = ncn_sodom_persia
			prerequisite = { focus = ncn_sodom_persia }
			completion_reward = { 
			country_event = nf_ncn.59a
			549 = { 
			add_extra_state_shared_building_slots = 2 }
			every_country = {
			limit = { has_idea = ncn_idea_mormon_mission }
			add_opinion_modifier = {
				target = NCN
				modifier = NCN_believers_of_God
			}
		 
				}
			}
		}
			
		focus = {
		id = NCN_Robots
		Icon = GFX_goal_generic_protectron_conceptart_default
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_preach_from
		prerequisite = { focus = NCN_preach_from }
		completion_reward = { country_event = nf_ncn.57 }
		}
		
		focus = {
		id = ncn_preacherbots
		icon = GFX_goal_generic_protectron_conceptart_medic
		cost = 30
		x = -1
		y = 1
		relative_position_id = NCN_Robots
		prerequisite = {focus = NCN_Robots }
		mutually_exclusive = { focus = ncn_servents }
		completion_reward = { 
		add_ideas =  NCN_Preacher_bots 
		PSH = { add_ideas = ncn_idea_mormon_mission }
		ROB = { add_ideas = ncn_idea_mormon_mission }
				}
			}
		
		focus = {
		id = ncn_servents
		icon = GFX_goal_generic_focus_magainze_msj_maternal_robot
		cost = 30
		x = -3
		y = 1
		relative_position_id = NCN_Robots
		prerequisite = { focus = NCN_Robots }
		mutually_exclusive = { focus = ncn_preacherbots }
		completion_reward = {
			 		custom_effect_tooltip = ncn_increase_decadence_5
			add_to_variable = {
				var = ncn_decadence
				value = 5
			}
			update_ncn_decadence = yes 
			add_to_variable = { NCN_production_factory_max_efficiency_factor = 0.12 }
			add_to_variable = { NCN_industrial_capacity_factory = 0.07 }
			add_to_variable = { NCN_caps_income_modifier = 0.010 }
			force_update_dynamic_modifier = yes
			custom_effect_tooltip = NCN_Servents_TT
			}
		}
		
			focus = {
	id = NCN_Temple_3
	icon = GFX_goal_NCN_temple
	cost = 30
	x = -1
	y = 1
	relative_position_id = NCN_temple_2
	prerequisite = { focus = NCN_temple_2 }
	mutually_exclusive = { focus = NCN_rich_temples }
	completion_reward = { 
				549 = { add_extra_state_shared_building_slots = 1
						add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes }
				}
				627 = { add_extra_state_shared_building_slots = 1
				add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes }
				}
				551 = { add_extra_state_shared_building_slots = 1
						add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes }
				}
			}
		}
	
	focus = {
		id = NCN_rich_temples
		icon = GFX_goal_HEA_focus_billowing_cathedral
		cost = 30
		x = 1 
		y = 1
		relative_position_id = NCN_temple_2
		prerequisite = { focus = NCN_temple_2 }
		mutually_exclusive = { focus = NCN_Temple_3 }
		completion_reward = {
		custom_effect_tooltip = ncn_increase_decadence_5
			add_to_variable = {
				var = ncn_decadence
				value = 5 }
			update_ncn_decadence = yes 
			
		549 = {  add_extra_state_shared_building_slots = 2
						add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes }
						add_state_modifier = {
					modifier = {
				caps_node_base_modifier = 0.05 }
				}
				}
				627 = {  add_extra_state_shared_building_slots = 2
				add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes }
						add_state_modifier = {
					modifier = {
				caps_node_base_modifier = 0.05 }
				}
				}
				551 = { add_extra_state_shared_building_slots = 2
						add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes 
				}
				add_state_modifier = {
					modifier = {
				caps_node_base_modifier = 0.12 }
				}
		}
	}
}


		focus = { 
		id = NCN_my_brother_keeper
		icon = GFX_goal_generic_emote_help
		cost = 30
		search_filters = { FOCUS_FILTER_IDEAS }
		x = 1
		y = 1
		relative_position_id = ncn_decide_what_to_do
		prerequisite = { focus = ncn_decide_what_to_do }
		mutually_exclusive = { focus = ncn_service_needed }
		completion_reward = { 
		swap_ideas = {
				remove_idea = ncn_idea_samaritan_2
				add_idea = ncn_idea_samaritan_3
		}
	}
}
	
		focus = {
		id =  ncn_service_needed
		icon = GFX_goal_HEA_focus_mandatory_service
		cost = 30
		search_filters = { FOCUS_FILTER_IDEAS FOCUS_FILTER_MANPOWER }
		x = 3
		y = 1
		relative_position_id = ncn_decide_what_to_do 
		prerequisite = { focus = ncn_decide_what_to_do }
		mutually_exclusive = { focus = NCN_my_brother_keeper }
		completion_reward = { 
		custom_effect_tooltip = ncn_increase_decadence_5
			add_to_variable = {
				var = ncn_decadence
				value = 5
			}
			update_ncn_decadence = yes
		set_temp_variable = { caps_to_add = 120 }
				add_caps = yes
				swap_ideas = {
				remove_idea = ncn_idea_samaritan_2
				add_idea = ncn_idea_a_conditional_stay
			}
		}
	}
	
		
		focus = {
		id = ncn_city_of_babble
		icon = GFX_goal_ancient_wealth_2
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_rich_temples
		prerequisite = { 
					focus = NCN_rich_temples
					focus = ncn_servents }
		prerequisite = { 
					focus = NCN_rich_temples 
					focus = ncn_service_needed
		}
		prerequisite = { 
					focus = ncn_service_needed
					focus = ncn_servents }
					
					completion_reward = { 
					set_temp_variable = { caps_to_add = 300 }
				add_caps = yes
				551 = { add_state_modifier = {
					modifier = {	
				 caps_trade_node_route_limit = 1 }
					}
				}
				add_stability = 0.10
				add_political_power = 75
				
		}
	}
		
		focus = {
		id = ncn_revival
		icon = GFX_goal_HEA_focus_the_rise_of_mercy
		Cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Temple_3
		ai_will_do = {
			modifier = {
				factor = 0.40
				NCN_has_ai_behavior_daniel = yes
			}
		}
		prerequisite = {
				focus = NCN_my_brother_keeper
				focus = ncn_preacherbots
		}
		prerequisite = {
				focus = NCN_Temple_3
				focus = NCN_my_brother_keeper 
				}
			prerequisite = {
				focus = NCN_Temple_3
				focus = ncn_preacherbots }
				completion_reward = { 
			custom_effect_tooltip = ncn_decrease_decadence_-10
			add_to_variable = {
				var = ncn_decadence
				value = -10
			}
			update_ncn_decadence = yes
				add_political_power = 150
				add_stability = 0.15
				add_popularity = {
				ideology = people
				popularity = 0.10
			}
				
		}
	}
			### The drums of war ###
			focus = {
			id = NCN_Tools_Of_Our_Ancestors
			icon = GFX_goal_generic_smg_45_auto
			cost = 45
			x = -25
			y = 1
			relative_position_id = NCN_growing_threat
			available = { has_completed_focus = NCN_judge_4 }
			 
			completion_reward = {
			add_ideas = {
			ncn_guns_of_our_ancestors }
				add_tech_bonus = {
				uses = 2
				bonus = 0.50
				category = ballistic_weaponry_tech_category
					}
				}
		}
		focus = {
		id = NCN_Caravan_Veterans
		icon = GFX_goal_lever_action_cowboy
		cost = 30
		search_filters = { FOCUS_FILTER_IDEAS }
		x = 0
		y = 1
		relative_position_id = NCN_Tools_Of_Our_Ancestors
		prerequisite = { focus = NCN_Tools_Of_Our_Ancestors }
		completion_reward = { 
		add_ideas =  ncn_caravan_veterans
		set_technology = { settler_caravanmilitia = 1 }
		add_war_support = 0.05
		}
	}
	focus = {
	id = NCN_Help_Our_brothers
		icon = GFX_goal_riot_shield
		cost = 30
		x = 2
		y = 1
		relative_position_id = NCN_Tools_Of_Our_Ancestors
		prerequisite = { focus = NCN_Tools_Of_Our_Ancestors }
		available = {
	535 = { is_owned_by = oro
    is_controlled_by = oro
	}
	222 = { is_owned_by = oro
    is_controlled_by = oro
	}
}
bypass = {
			ORO = { exists = no }
		}

		completion_reward = { 
		declare_war_on = {
					target = ORO
					type = liberate_wargoal
				}
			add_war_support = 0.20
			
		}
	}
	focus = {
		id = NCN_form_militia_groups
		icon = GFX_goal_NCN_cleans_heathens
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Help_Our_brothers
		prerequisite = { focus = NCN_Help_Our_brothers }
		available = { has_war_support > 0.80
		has_war = yes }
		available = { has_civil_war = no }
		completion_reward = { 
		capital_scope = {
			create_unit = {
						division = "name = \"1st Volunteers\" division_template = \"New Canaanite Militia Force\" start_experience_factor = 0.5"
						owner = NCN
					}
				}
					capital_scope  = {
					create_unit = {
						division = "name = \"Desperate Zeakits\" division_template = \"New Canaanite Militia Force\" start_experience_factor = 0.5"
						owner = NCN
					}
				}
				capital_scope  = {
					create_unit = {
						division = "name = \"Tribal Refugees\" division_template = \"New Canaanite Militia Force\" start_experience_factor = 0.5"
						owner = NCN
					}
				}
				add_to_variable = { NCN_conscription_factor = 0.03 }
				add_to_variable = {	NCN_army_org = 0.3 }
				force_update_dynamic_modifier = yes
				}
		}
	
		focus = {
		id = NCN_Fellow_Like_Minded_Thinkers
		icon =  GFX_goal_NCR_Gun_Runner_Licensing
		cost = 30
		search_filters = { FOCUS_FILTER_IDEAS }
		x = 0
		y = 1
		relative_position_id = NCN_Caravan_Veterans
		prerequisite =  { focus = NCN_Caravan_Veterans }
		completion_reward = {
		add_ideas = {
		ncn_like_minded }
		add_equipment_to_stockpile = {
				type = ballistic_equipment_2
				amount = 200
				producer = USA
			}
			add_equipment_to_stockpile = {
				type = ballistic_equipment_4
				amount = 100
				producer = USA
			}
		}
	}
	
	focus = {
	id = NCN_Faithful_defenders
	icon =  GFX_goal_generic_defence
	cost = 30
	x = -2
	y = 1
	relative_position_id = NCN_Caravan_Veterans
	prerequisite = { focus = NCN_Caravan_Veterans }
	completion_reward = { add_war_support =  0.05
								add_manpower = 350
	add_to_variable = { NCN_conscription_factor = 0.05 }
	Add_to_variable = { NCN_army_defence_factor = 0.02 }
	custom_effect_tooltip = NCN_faithful_defenders_tt
		force_update_dynamic_modifier = yes
								
					
				}
				search_filters = { 	FOCUS_FILTER_MANPOWER }
			}

	focus = {
	id =  NCN_Understanding_Tribal_Warfare
	icon = GFX_goal_enc_reform_the_tribes
	cost = 30
	x = -4
	y = 1
	relative_position_id = NCN_Caravan_Veterans
	prerequisite = { focus = NCN_Caravan_Veterans }
	completion_reward = {
	army_experience = 30
				add_tech_bonus = {
				uses = 2
				bonus = 0.25
				category = cat_land_doctrine
					}
			}
		}
		focus = {
			id = NCN_Extensive_training
			icon = GFX_goal_RRG_the_common_man
			cost = 30
			x = 0
			y = 1
			relative_position_id = NCN_Understanding_Tribal_Warfare
			prerequisite = { focus = NCN_Understanding_Tribal_Warfare }
			available = { has_completed_focus = NCN_law_enforcement }
			completion_reward = { 
			swap_ideas = {
			remove_idea = ncn_mormon_training_1
				add_idea = ncn_mormon_training_2
			}
						every_unit_leader = {
				add_defense = 1
				add_planning = 1 }
				add_to_variable = { NCN_modifier_army_sub_unit_category_front_line_max_org_factor = 0.03 }
				Add_to_variable = { NCN_army_defence_factor = 0.01 }
				add_to_variable = { NCN_army_attack_factor = 0.01 }
				force_update_dynamic_modifier = yes
				
				}
			}
			
			focus = {
			id = NCN_Plows_into_Swords
			icon = GFX_goal_generic_rifle_1
			cost = 30
			x = 0
			y = 1
			relative_position_id = NCN_Faithful_defenders
			prerequisite = { focus = NCN_Faithful_defenders }
			completion_reward = { 
			add_war_support = 0.05
			add_stability = -0.10
			random_owned_state = {
			add_extra_state_shared_building_slots = 1
				add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes }
						}
			random_owned_state = {
			add_extra_state_shared_building_slots = 1
				add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes }
						}
			240 = {
			add_extra_state_shared_building_slots = 1
						add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes }
						}
					}
				}
			
			
	focus = {
	id = NCN_John_Browning
	icon = GFX_goal_NCN_BARS
	cost = 30
	x = 0
	y = 1
	relative_position_id = NCN_Fellow_Like_Minded_Thinkers
	prerequisite = { focus = NCN_Fellow_Like_Minded_Thinkers }
		completion_reward = {  
		add_political_power = 100
		custom_effect_tooltip = Browning_Arms_Company_tt
		random_owned_state = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes }
				}
				set_temp_variable = { caps_to_add = -150 }
			add_caps = yes
		}
	}
	
	focus = {
	id = NCN_Browining_stock_piles
	icon = GFX_goal_generic_pistol_9mm
	cost = 15
	x = 2
	y = 1
	relative_position_id = NCN_John_Browning
	prerequisite = { focus = NCN_John_Browning }
		completion_reward = { 
		add_equipment_to_stockpile = {
		type =  ballistic_equipment_1
		amount = 300
		producer = NCR
		}
		add_equipment_to_stockpile = {
		type =  ballistic_equipment_1
		amount = 300
		producer = NCN
		}
		add_equipment_to_stockpile = {
		type = ballistic_fireteam_equipment_2
		amount = 100
		producer = NCN
		}
		add_equipment_to_stockpile = {
		type = ballistic_fireteam_equipment_2
		amount = 75
		producer = UTH
		}
		add_equipment_to_stockpile = {
		type = ballistic_equipment_2
		amount = 100
		producer = UTH
		}
		add_equipment_to_stockpile = {
		type = ballistic_equipment_1
		amount = 100
		producer = UTH
		}
		add_equipment_to_stockpile = {
		type = ballistic_equipment_3
		amount = 50
		producer = UTH
		}
		add_to_variable = { NCN_industrial_capacity_factory = 0.02 }
		add_to_variable = { NCN_production_factory_max_efficiency_factor = 0.02 }
		force_update_dynamic_modifier = yes
		
	}
}

		
	
	
	focus = {
	id = NCN_Equipment_of_War
	icon = GFX_goal_PLS_Gai_Cartel_Weapons
	cost = 30
	x = 0
	y = 1
	relative_position_id = NCN_John_Browning
	prerequisite = { focus = NCN_John_Browning }
	available = {
					
					or =  { has_tech = ballistic_fibre_tech 
					has_tech = basic_infantry_equipment }
					 }
					
	available =  { or  = { has_tech = weight_support_frame_pa_tech_2  
							 has_completed_focus = NCN_Toolee_copper_Mine }
	}
	completion_reward = {
	set_technology = { scav_pa_tech = 1}
	set_technology = { ballistic_weaponry_tech_3 = 1 }
	set_technology = { spec_ops_equipment_tech_4 = 1 }
			}
	}
	

	focus = {
	id = NCN_infantry_corps
	icon= GFX_goal_generic_free_states_soldier
	cost = 30
	x = 0
	y = 1
	relative_position_id = NCN_Extensive_training
	prerequisite = { Focus = NCN_Extensive_training }
	mutually_exclusive = { focus = NCN_Tribal_Native_army }
	available = { has_completed_focus = NCN_army_of_our_own }
	available = { has_completed_focus =  NCN_law_enforcement }
	completion_reward = { 
	add_to_variable = { NCN_modifier_army_sub_unit_infantry_max_org_factor = 0.05 }
	add_to_variable = { NCN_conscription_factor = 0.05 }
	add_to_variable = { NCN_experience_gain_army_factor = 0.02 }
	add_to_variable = { NCN_army_org = 2 }
	add_to_variable = { NCN_caps_expense_modifier = 0.05}
	custom_effect_tooltip = NCN_infantry_tt
		force_update_dynamic_modifier = yes
		hidden_effect = {
	load_oob = NCN_infantry_company }
	custom_effect_tooltip = load_NCN_infantry_company 
	}
	search_filters = { 	FOCUS_FILTER_MANPOWER }
	}
	
		focus = {
	id = NCN_battle_preachers
	Icon = GFX_focus_generic_vatican_agents
	cost = 30
	X = 0
	y = 1 
	relative_position_id = NCN_Plows_into_Swords
	prerequisite = { focus = NCN_Plows_into_Swords }
	completion_reward = { country_event = nf_ncn.61
	add_political_power = 50
		}
	}
		

	focus = {
	id = NCN_protect_the_herd
	icon =  GFX_focus_mex_restore_the_army_of_christ
	cost = 45
	x = -1
	y = 2
	relative_position_id = NCN_battle_preachers
	prerequisite = { focus = NCN_battle_preachers }
	prerequisite =  {  focus = NCN_infantry_corps 
					focus = NCN_Tribal_Native_army }
					
	mutually_exclusive = { focus = NCN_A_History_Of_Violence }
	available = {
        threat > 0.30
        }
	completion_reward = {
	add_war_support = 0.05
	add_manpower = 500
	add_to_variable = { NCN_send_volunteer_factor = 2 }
	add_to_variable = { NCN_army_defence_factor = 0.03}
	add_to_variable = { NCN_army_org = 0.5 }
	force_update_dynamic_modifier = yes
		}
	}

	
	Focus = {
	id = NCN_aresenal
	icon = GFX_goal_generic_advanced_ammo
	Cost = 30
	x = -6
	y = 1
	relative_position_id = NCN_Caravan_Veterans
	prerequisite = { Focus = NCN_Caravan_Veterans }
	completion_reward = {
	
	add_to_variable = { NCN_production_factory_max_efficiency_factor  = 0.03 }
	add_to_variable = { NCN_production_lack_of_resource_penalty_factor = -0.03 }
	add_to_variable = { NCN_industrial_capacity_factory = 0.04 }
	custom_effect_tooltip = NCN_Aresenal_tt
	force_update_dynamic_modifier = yes
	
	add_equipment_to_stockpile = {
		type = spec_ops_equipment_2
		amount = 150
		producer = NCN
		}
		add_equipment_to_stockpile = {
		type = ballistic_equipment_1
		amount = 150
		producer = UTH
		}
	}
	
}
	
	Focus = {
	id = NCN_volunteers_of_faith
	icon = GFX_goal_generic_tomahawk_1
	Cost = 30
	x = 0
	y = 1
	relative_position_id = NCN_aresenal
	prerequisite = { Focus = NCN_aresenal}
	completion_reward = {
	custom_effect_tooltip = NCN_volunteers_of_faith_tt
	custom_effect_tooltip = ncn_tribal_arms
	every_country = {
				limit = {
					has_idea = ncn_idea_mormon_mission
				}
				}
				NCN = {
					add_manpower = 175	
					
				}
				every_country = {
				limit = {
					has_idea = ncn_idea_mormon_mission
				}
				}
				send_equipment = {
				type = infantry_equipment
				amount = 250
				target = NCN	
				}
				
			}
			search_filters = { 	FOCUS_FILTER_MANPOWER }
		}
		Focus = {
	id = NCN_Modern_War
	icon = GFX_goal_generic_tomahawk_1
	Cost = 30
	x = -1
	y = 2
	relative_position_id = NCN_Equipment_of_War
	prerequisite = { focus = NCN_Equipment_of_War }
	prerequisite = { focus = NCN_battle_preachers }
	 available = { has_tech = maintenance_company_tech_5}
	 available = { has_tech = recon_company_tech_5 }
	 available = { has_tech = logistics_company_tech_5 }
	completion_reward = { 
			set_technology = { maintenance_company_tech_6 = 1}
			set_technology = { recon_company_tech_6 = 1}
			set_technology = { logistics_company_tech_6 = 1}
		add_to_variable = { NCN_army_attack_factor = 0.02 }
		add_to_variable = { NCN_recon_factor = 0.05 }
		add_to_variable = { NCN_supply_factor = 0.05 }
		custom_effect_tooltip = NCN_Modern_War_tt
	force_update_dynamic_modifier = yes
		}
	}
		
	

Focus = {
	id = NCN_Tribal_Native_army
	icon = GFX_goal_pal_the_league
	Cost = 30
	x = 0
	y = 1
	relative_position_id = NCN_volunteers_of_faith
	prerequisite = { Focus = NCN_volunteers_of_faith }
	available = { has_completed_focus = NCN_tribal_pathmasters }
	available = { has_completed_focus = NCN_Survialist_Ecconomy }
	mutually_exclusive = { Focus = NCN_infantry_corps }
	completion_reward = {
	add_to_variable = { NCN_weekly_manpower = 10 }
	add_to_variable = { NCN_female_divisional_commander_chance = 0.175 }
	add_to_variable = { NCN_conscription = 0.005 }
	add_to_variable = { NCN_recon_factor = 0.03 }
	add_to_variable = { NCN_army_attack_factor = 0.05 }
	add_to_variable = { NCN_army_defence_factor = 0.03 }
	custom_effect_tooltip =  NCN_Tribal_army
	force_update_dynamic_modifier = yes
		}
		search_filters = { 	FOCUS_FILTER_MANPOWER }
	}
	
	focus = {
	id = NCN_A_History_Of_Violence
	icon = GFX_goal_CES_Support
	cost = 30
	x = -1
	y = 2
	relative_position_id = NCN_infantry_corps 
	prerequisite =  { focus = NCN_battle_preachers }
	prerequisite =  { focus = NCN_infantry_corps 
					focus = NCN_Tribal_Native_army }
	mutually_exclusive = { focus = NCN_protect_the_herd
		}
	completion_reward = { 
	custom_effect_tooltip = ncn_increase_decadence_5
			add_to_variable = {
				var = ncn_decadence
				value = 5
			}
			update_ncn_decadence = yes
	
	add_war_support = 0.15
	add_manpower = 2000
	remove_ideas =  { ncn_mercy_of_the_shepherd }
	add_threat = 05
	}
	search_filters = { 	FOCUS_FILTER_MANPOWER }
	}
		

	### The Outer regions ####

	focus = {
	id = NCN_The_outer_territories
	icon = GFX_goal_land_flag
	cost = 45
	x = 16
	y = 2
	relative_position_id = NCN_trained_caravan_guards
	available = { has_completed_focus = NCN_judge_4 }
	available = { controls_state = 128 }
	available = { controls_state = 319 }
	completion_reward = { 
		128 = { add_extra_state_shared_building_slots = 2
			add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes }
						add_manpower = 592
						}
		319 = { add_extra_state_shared_building_slots = 2
		add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes }
						add_manpower = 621
						}
						50 = { add_extra_state_shared_building_slots = 2
		add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes }
						add_manpower = 445
						}
				
				}
		}
			
			focus = {
			id = NCN_farming
			icon = GFX_goal_generic_tractor_1
			cost = 45
			x = -1
			y = 1
			available = { controls_state = 352 
						controls_state = 457 }
			relative_position_id = NCN_The_outer_territories
			prerequisite = { focus = NCN_The_outer_territories }
			completion_reward = { 
			add_tech_bonus = { 
				uses = 2
				bonus = 0.33
				category = agriculture_tech
			}
			457 = {  add_extra_state_shared_building_slots = 1
		add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes }
						add_manpower = 1183
						}
			352 = {  add_extra_state_shared_building_slots = 1
		add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes }
						add_manpower = 483
						}
						set_technology = { ttm_healthy_warriors = 1 }
					}
				}
				
				focus = {
				id = NCN_coalville
				icon = GFX_goal_generic_scrap_city_housing
				cost = 30
				x = -3
				y = 1
				available = { controls_state = 319 }
				relative_position_id = NCN_The_outer_territories
				prerequisite = { focus = NCN_The_outer_territories }
				completion_reward = { 
					319 = { add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes }
						set_temp_variable = {
						pop_add = 479 
						}
						add_state_population = yes
						add_resource = {
					type = metal
					amount = 6
				}
				}
				}
			}
			
			focus = {
			id = Farfield_investment
			icon = GFX_goal_generic_building_focus
			cost = 30
			x = 3
			y = 1
			available = { controls_state = 457 }
			relative_position_id = NCN_The_outer_territories
			prerequisite = { focus = NCN_The_outer_territories 
			}
			completion_reward = { 
				457 = { add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes }
						set_temp_variable = {
						pop_add = 559 
						}
						add_state_population = yes
				
				}
			}
		}
		
		focus = {
		id = NCN_grow_contraband
		icon = GFX_goal_pal_drug_followup
		cost = 45
		x = -2
		y = 1
		relative_position_id = NCN_farming
		prerequisite = { focus = NCN_farming }
		mutually_exclusive = { 
			focus = NCN_crack_down
			}
		completion_reward = {
				custom_effect_tooltip = ncn_increase_decadence_10
			add_to_variable = {
				var = ncn_decadence
				value = 10
			}
			update_ncn_decadence = yes
		add_stability = -0.05
		457 = { add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes } }
		128 = { add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes } }
			240 = { add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes } }
						set_temp_variable = { caps_to_add = 150 }
				add_caps = yes
			}
		}
		
	
		focus = {
		id = NCN_crack_down
		Icon = GFX_goal_SOK_anti_chem
		cost = 45
		x = 0
		y = 1
		relative_position_id = NCN_farming
		prerequisite = { focus = NCN_farming }
		mutually_exclusive = { 
			focus = NCN_grow_contraband
			}
			completion_reward = {
			add_stability = 0.05
			457 = { add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes } }
		128 = { add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes } }
					}
				}
				
				focus = {
			id = NCN_Survialist_Ecconomy
			icon = GFX_goal_pal_back_to_raiding
			cost = 45
			x = -5
			y = 1
			relative_position_id = NCN_The_outer_territories
			prerequisite = { focus = NCN_The_outer_territories }
			available = { controls_state = 50 }
		completion_reward = { 
		custom_effect_tooltip = The_1847_Survival_Company_tt 
		50 = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes }
		}
					}
				}
					
				focus = {
				id = NCN_Provo_Restoration
				icon = GFX_goal_generic_cities_focus
				cost = 45
				x = 1
				y = 1
				relative_position_id = NCN_The_outer_territories
				prerequisite = { focus = NCN_The_outer_territories }
				available = { controls_state = 240 }
				completion_reward = {
				240 = { add_extra_state_shared_building_slots = 3
				add_manpower = 498 }
				}
					}
					
			focus = {
			id = NCN_Brigham_territory
			icon = GFX_goal_generic_barn
			cost = 45
			x = 5
			y = 1
			relative_position_id = NCN_The_outer_territories
			available = { controls_state = 352 }
			prerequisite = { focus = NCN_The_outer_territories }
			completion_reward = {
			352 = { add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes }
						add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes }
				}
			}
		}
		
		focus = {
		id = NCN_Brigham_way_station
		icon = GFX_goal_generic_infrastructure2
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Brigham_territory
		prerequisite = { focus = NCN_Brigham_territory
		}
		completion_reward = { 
		352 = {
		add_extra_state_shared_building_slots = 2
		add_building_construction = {
						type = infrastructure
						level = 3
						instant_build = yes }
						add_building_construction = {
						type = supply_node
						level = 1
						instant_build = yes
						}
				}
		}
	}
	
			focus = {
			id = NCN_payson_strawberries
			icon = GFX_goal_lurker_offer_muttfruit
			cost = 45
			x = 7
			y = 1
			available = { controls_state = 378 }
			relative_position_id = NCN_The_outer_territories
			prerequisite = { focus = NCN_The_outer_territories }
			completion_reward = {
			378 = { 
			add_manpower = 805
			add_resource = {
			type = water 
			amount = 2
			}
			add_extra_state_shared_building_slots = 2
			
			}
		}
	}
		
		focus = {
		id = NCN_Provo_arts
		icon = GFX_goal_TIM_patch_art
		cost = 30
		x = 2
		y = 1
		relative_position_id = NCN_Provo_Restoration
		prerequisite = { focus = NCN_Provo_Restoration }
		mutually_exclusive { focus = NCN_Provo_Guns }
		completion_reward = {
		240 = {
		add_extra_state_shared_building_slots = 3
		add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes }
						}
					}
				}
				
				focus = {
		id = NCN_Provo_faithful_art
		icon = GFX_goal_enc_radio_civilian
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Provo_arts
		prerequisite = { focus = NCN_Provo_arts }
		completion_reward = {
		240 = {
		add_extra_state_shared_building_slots = 3
		add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes }
						}
						add_stability = 0.075
						add_ideas = ncn_art_of_faithful
					}
				}
		
		
		focus = {
		id = NCN_Provo_Guns
		icon =  GFX_goal_generic_focus_magazine_gunsandbullets_gun_laws
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Provo_Restoration
		prerequisite = { focus = NCN_Provo_Restoration }
		mutually_exclusive = { focus = NCN_Provo_arts }
		available = { controls_state = 240 }
		completion_reward = { 	
		custom_effect_tooltip = ncn_increase_decadence_3
			add_to_variable = {
				var = ncn_decadence
				value = 3
			update_ncn_decadence = yes	}
		240 = {
		add_extra_state_shared_building_slots = 4
		add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes }
						}
					}
				}
		
		
		
		focus = {
		id = NCN_Toolee_copper_Mine
		icon = GFX_goal_generic_sledgehammers
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Survialist_Ecconomy
		prerequisite = { focus = NCN_Survialist_Ecconomy }
		available = { controls_state = 50 }
		completion_reward = { 
		 50 = { add_resource = {
					type = metal
					amount = 10
				}
		add_extra_state_shared_building_slots = 1 }
		add_tech_bonus  = {
				uses = 2
				bonus = 0.33
				category = extraction_category
		}
		add_tech_bonus = {
		uses = 1
				bonus = 0.45
				category = tool_tech
			}
		}
	}
	
			focus = {
		id = NCN_Toolee_Army_base
		icon = GFX_goal_generic_rifle_2
		cost = 30
		x = -2
		y = 1
		relative_position_id = NCN_Survialist_Ecconomy
		prerequisite = { focus = NCN_Survialist_Ecconomy }
		available = { controls_state = 50 }
		completion_reward = {
		add_equipment_to_stockpile = {
		type = ballistic_equipment_2
		amount = 350
		producer = usa
				}
		add_equipment_to_stockpile = {
		type = ballistic_equipment_2
		amount = 100
		producer = UTH
				}
				50 = {
				add_resource = {
				type = metal
				amount = 4
				
					}
				
			}
		}
	}
	
			focus = {
		id = NCN_Toolee_Pre-war_HANGER
		icon = GFX_goal_generic_vehicle_plane
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_Toolee_copper_Mine
		prerequisite = { focus = NCN_Toolee_copper_Mine }
		available = {controls_state = 50 }
		completion_reward = { 
		 50 = { add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
					}
				}
			add_equipment_to_stockpile = {
				type = strategic_bomber_equipment_1
				amount = 50
				producer = USA }
			add_equipment_to_stockpile = { 
			type = cas_equipment_1
			amount = 50
			producer = usa }
		}
	}


	focus = {
	id = NCN_Brigham_space
	icon = GFX_goal_moj_repconn_rocket
	cost = 30
	x = 0 
	y = 1
	relative_position_id = NCN_Brigham_way_station
	prerequisite = { focus = NCN_Brigham_way_station }
	available = { controls_state = 352 }
	completion_reward = {
		352 = {  add_resource = {
					type = advanced
					amount = 8
				}
				 add_resource = {
					type = composites
					amount = 4
				}
				add_resource = {
					type = circuitry
					amount = 6
				}
			}
		}	
	}
	
	focus = {
	id = NCN_Provo_Arms_Dealing
	icon = GFX_goal_generic_focus_magazine_gunsandbullets_take_aim
	Cost = 30
	X = 0
	Y = 1
	relative_position_id = NCN_Provo_Guns
	prerequisite = { focus = NCN_Provo_Guns }
	completion_reward = { 
	add_to_variable = {  NCN_organization_floor_modifier_1 = 15}
	add_to_variable = { NCN_organization_floor_modifier_5 = 15 }
	add_to_variable = { NCN_caps_country_trade_modifier = 0.05 }
	custom_effect_tooltip = ncn_provo_arms_dealing_TT
	force_update_dynamic_modifier = yes
		add_equipment_to_stockpile = {
		type = energy_equipment_2
		amount = 150
		producer = USA
		}
		
		add_equipment_to_stockpile = {
		type = ballistic_equipment_3
		amount = 200
		producer = UTH
			}
			
			add_to_variable = {
				var = ncn_decadence
				value = 5
			update_ncn_decadence = yes	}
			custom_effect_tooltip = ncn_increase_decadence_5
			}
	}
		
		focus = {
		id = NCN_Leagalize_Soda
		icon = GFX_goal_generic_nuka
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_grow_contraband
		prerequisite = { focus = NCN_grow_contraband }
		completion_reward = { 
		custom_effect_tooltip = ncn_increase_decadence_5
			add_to_variable = {
				var = ncn_decadence
				value = 5
			}
			update_ncn_decadence = yes
			random_owned_state = {  
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex 
						level = 1
						instant_build = yes }
					add_state_modifier = {
					modifier = {
						caps_node_base_modifier = 0.02
						caps_node_trade_modifier = 0.02
					}
				}
			}
					random_owned_state = {  
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex 
						level = 1
						instant_build = yes }
						add_state_modifier = {
					modifier = {
						caps_node_base_modifier = 0.02
						caps_node_trade_modifier = 0.02
					}
				}
			}
		}
	}
	
	focus = {
	id = NCN_Milk_and_beef
	icon = GFX_goal_brahmin_deals
	cost = 30
	x = 0
	y = 1
	relative_position_id = NCN_crack_down
	prerequisite = { focus = NCN_crack_down }
	completion_reward = { 
	random_owned_state = {  
						add_resource = {
						type = water
						amount = 3
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex 
						level = 1
						instant_build = yes }
					}
					random_owned_state = {  
						add_resource = {
						type = water
						amount = 3
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex 
						level = 1
						instant_build = yes }
					}
	}
}


				
			
		
	
	### Updates ####
	focus = {
	id = NCN_Officer_School
	icon = GFX_focus_generic_military_mission
	cost = 30
	x = 0
	y = 1
	relative_position_id = NCN_quantity_over_quality
		prerequisite = { focus = NCN_quantity_over_quality }
		completion_reward = {
		add_to_variable = { NCN_army_defence_factor = 0.03 }
		add_to_variable = { NCN_female_divisional_commander_chance = 0.05 }
		add_to_variable = { NCN_special_forces_cap = 0.05 }
		add_to_variable = {NCN_military_leader_cost_factor = -0.03}
		add_to_variable = { NCN_land_bunker_effectiveness_factor = 0.03 }
		add_to_variable = { NCN_max_command_power = 15 }
		force_update_dynamic_modifier = yes
		custom_effect_tooltip = NCN_Officer_school_tt
		army_experience = 25
			add_tech_bonus = {
				uses = 1
				bonus = 0.33
				category = cat_land_doctrine
				}
		
		}
	}
		
			focus = {
		id = NCN_Assault_Pioneers
		icon = GFX_goal_enc_military_police
		cost = 30
		x = 1
		y = 1
		relative_position_id = NCN_Officer_School
		 prerequisite = {
			focus = NCN_tribal_pathmasters
			focus = NCN_Officer_School 
		}
			completion_reward = {
			custom_effect_tooltip = load_NCN_Assault_Pinoeers
			add_ideas = { NCN_elite_pioneers }
			hidden_effect = { load_oob = NCN_Assault_Pioneers }
			}
		}
	

		focus = {
		id = NCN_His_return
		icon = GFX_goal_NCR_Calhoun_Graham
		cost = 14
		x = 0
		y = 1
		relative_position_id = NCN_end_our_isolation
		prerequisite = { focus = NCN_end_our_isolation }
		available = { CES =  {
            has_country_flag = CES_burned_man} }
		completion_reward = { country_event = nf_ncn.15 
		add_stability = -0.03
		army_experience = 25
			}
		}


		focus =  {
		Id = NCN_The_Tar_Raid
		icon = GFX_goal_generic_prison_woman
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_direct_assistance
		prerequisite = { focus = NCN_direct_assistance }
		available =  { custom_trigger_tooltip = {
				tooltip = threat_greater_than_20
				check_variable = {
					var = ncn_threat
					value > 20
				}
			}
		}
		available = {
		TAR = { exists = no }
		}
		available ={
		NOT = {
				OR = {
					has_completed_focus = NCN_canaan_in_flames
					has_completed_focus = NCN_canaan_in_glory
				}
			}
		}
		completion_reward = { country_event = nf_ncn.56
		hidden_effect = { news_event = nf_ncn.56 }
		138 = {
				set_temp_variable = {
					pop_add = -679
				}
				add_state_population = yes
				}
		391 = {set_temp_variable = {
					pop_add = -1480
				}
				add_state_population = yes
				}
			279 = {	set_temp_variable = {
					pop_add = -1110
				}
				add_state_population = yes
				}
				542 = { set_temp_variable = {
					pop_add = -254
				}
				add_state_population = yes
				}
		457 = {
				set_temp_variable = {
					pop_add = 1174
				}
				add_state_population = yes
			}
			378 = {
				set_temp_variable = {
					pop_add = 1174
				}
				add_state_population = yes
			}
			50 = {
				set_temp_variable = {
					pop_add = 1175
				}
				add_state_population = yes
			}
			
			random_country_division = {
		add_history_entry = {
					key = "Participated in the Tar Raid"
					subject = "Division Honor"
					allow = yes
				}
				hidden_effect = {
				add_unit_medal_to_latest_entry = {
					unit_medals = Samaratins_virtue
				}										
			}
		}
		random_country_division = {
		add_history_entry = {
					key = "Participated in the Tar Raid"
					subject = "Division Honor"
					allow = yes
				}
				hidden_effect = {
				add_unit_medal_to_latest_entry = {
					unit_medals = Moroni_Star
		
			}
		}
	}
	}
}
	
	
		focus = {
		id = NCN_Wage_heaven_war
		icon = GFX_goal_lac_battle_history
		Cost = 45
		x = -2
		y = 1
		relative_position_id = NCN_tribals_at_the_door
		prerequisite = { focus = NCN_tribals_at_the_door }
		available = { has_completed_focus = NCN_tribals_at_the_door }
		ai_will_do = {
			factor = 320
		}
		completion_reward = { 
		custom_effect_tooltip = ncn_dec_cat_the_war_for_heaven 
		add_war_support = 0.10
		}
	}
	
	focus = {
	id = NCN_tribal_pathmasters
	icon = GFX_goal_pal_pr_shoshone
	Cost = 30
	x = 0
	y = 1
	relative_position_id = NCN_arm_tribal_divisions
	prerequisite = { focus = NCN_arm_tribal_divisions }
	completion_reward = { set_technology = { tribalholyorg = 1 } 
	set_technology = { pathfinders = 1 }
	set_technology = { outsiderways = 1 }
	add_offsite_building = {
				type = arms_factory
				level = 2
				
			}
		}
	}
	focus = {
		id = NCN_total_war
		icon = GFX_goal_enc_major_war
		cost = 30
		prerequisite = {
			focus = NCN_bring_war_to_wht
		}
		x = 0
		y = 1
		relative_position_id = NCN_bring_war_to_wht	
		available = {
		NOT = {
				OR = {
					has_completed_focus = NCN_canaan_in_flames
					has_completed_focus = NCN_canaan_in_glory
				}
			}
		}
		completion_reward = {
		add_manpower = 2500
		add_ideas = partial_economic_mobilisation
				if = {
				limit = { has_tech = tank_equipment_vehicle_tech_1 }
					division_template= {
						name = "New Canaanite Tank Company"
						regiments = {
						tank = { x = 0 y = 0 }
						tank = { x = 0 y = 1 }
						tank = { x = 0 y = 2 }
						motorized = { x = 1 y = 0 }
						motorized = { x = 1 y = 1 }
						motorized = { x = 1 y = 2 }
						motorized = { x = 2 y = 0 }
					}
					support = {
				motorized_maintenance_company = { x = 0 y = 0 }
			}
					}
					capital_scope = {
				create_unit = {
						division = "name = \"1st New Canaan Tank Company\" division_template = \"New Canaanite Tank Company\" start_experience_factor = 0.4 "
						owner = NCN
					}
				}
				266 = {
				create_unit = {
						division = "name = \"2nd New Canaan Tank Company\" division_template = \"New Canaanite Tank Company\" start_experience_factor = 0.4 "
						owner = NCN
					}
				}
					
		}
	
		if = {
				limit = { 
					OR = {
					has_completed_focus = NCN_Robots
					has_completed_focus = NCN_Salavging_Tech_Schmatics
				 }
				}
					division_template= {
						name = "New Canaanite Metal Angels"
						regiments = {
						support_robot = { x = 0 y = 0 }
						support_robot = { x = 0 y = 1 }
						support_robot = { x = 0 y = 2 }
						support_robot = { x = 1 y = 0 }
						motorized = { x = 1 y = 1 }
						motorized = { x = 1 y = 2 }	
						motorized = { x = 0 y = 0 }
		}
				support = {
				motorized_maintenance_company = { x = 0 y = 0 }
			}
	}
		capital_scope = {
				create_unit = {
						division = "name = \"1st Metal Angels\" division_template = \"New Canaanite Metal Angels\" start_experience_factor = 0.4 "
						owner = NCN
					}
				}
			266 = {
				create_unit = {
						division = "name = \"2nd Metal Angels\" division_template = \"New Canaanite Metal Angels\" start_experience_factor = 0.4 "
						owner = NCN
					}
				}
				
			}
		}
	}
	
	
	focus = {
	id = NCN_prepare_worst
	icon = GFX_goal_BDT_bloody_skull
	cost = 45
	x = 2
	y = 1
	relative_position_id = NCN_tribals_at_the_door
	prerequisite = { focus = NCN_tribals_at_the_door }
	available = { has_completed_focus = NCN_tribals_at_the_door }
	available = { controls_state = 551 }
	ai_will_do = {
			base = 4000
		}
	completion_reward = { 
	SOR = {
	diplomatic_relation = {
	country = NCN
	relation = military_access
	active = yes
}
		}
		DEA = {
		diplomatic_relation = {
	country = NCN
	relation = military_access
	active = yes
				}
			}
			add_offsite_building = {
					type = arms_factory
					level = 551.building_level@arms_factory
				}
				add_offsite_building = {
					type = industrial_complex
					level = 551.building_level@industrial_complex
				}
				551 = {
					remove_building = {
						type = arms_factory
						level = 551.building_level@arms_factory
					}
					remove_building = {
						type = industrial_complex
						level = 551.building_level@industrial_complex
					}
				}
					set_temp_variable = { caps_to_add = -150 }
			add_caps = yes
		}
			}
		

	
		focus = {
		id = NCN_learn_old_vault_secrets
		icon = GFX_goal_generic_pip_2000_vi_2
		cost = 30
		x = 0
		y = 1
		relative_position_id = NCN_welcome_dwellers
		prerequisite = { focus = NCN_welcome_dwellers }
		completion_reward = {
		set_technology = { vault_industry_tech = 1
		}
		custom_effect_tooltip = ncn_increase_decadence_5
			add_to_variable = {
				var = ncn_decadence
				value = 5
			}
			update_ncn_decadence = yes
	}
}

	focus = {
	id = NCN_Gather_Survivors
	icon = GFX_goal_generic_the_kids_arent_alright
	cost = 30
	x = -3
	y = 1
	relative_position_id = NCN_rebuild_regroup
	prerequisite = { focus = NCN_rebuild_regroup }
	completion_reward = { 
	224 = { add_manpower = 22000
		add_extra_state_shared_building_slots = 2
	}
	551 = { set_temp_variable = {
					pop_add = -5300 }
					add_state_population = yes
	}
		266 = { set_temp_variable = {
					pop_add = -5300 }
					add_state_population = yes
		}
		378 = { set_temp_variable = {
					pop_add = -5300 }
					add_state_population = yes
		}
		240 = { set_temp_variable = {
					pop_add = -5300 }
					add_state_population = yes
		}
		
	 add_manpower = 1200 
	 }
}

	focus = {
	id = NCN_temp_workshops
	icon = GFX_goal_assembly_li
	cost = 30
	x = 3
	y = 1
	relative_position_id = NCN_rebuild_regroup
	prerequisite = { focus =  NCN_rebuild_regroup }
	completion_reward = { 224 = {
	 add_extra_state_shared_building_slots = 3
	 add_building_construction = {
						type = arms_factory 
						level = 2
						instant_build = yes }
		}
		add_offsite_building = {
			type = arms_factory
				level = 2
				}
			}
		}
		
		focus = {
	id = NCN_Big_horns
	icon = GFX_KHA_focus_big_horner_hunts
	cost = 30
	x = 1
	y = 1
	relative_position_id = NCN_temp_workshops
	prerequisite = { focus =  NCN_temp_workshops }
	completion_reward = {
		set_technology = { spec_ops_horses_tech = 1 }
		add_equipment_to_stockpile = {
		type = horse_equipment
		amount = 150
		producer = UTH
			}
		}
	}
	
		focus = {
	id = NCN_Old_vault_armory
	icon = GFX_goal_generic_vault_door_1
	cost = 30
	x = -1
	y = 1
	relative_position_id = NCN_Gather_Survivors
	prerequisite = { focus =  NCN_Gather_Survivors }
	completion_reward = { 
		add_equipment_to_stockpile = {
		type = ballistic_equipment_2
		amount = 500
		producer = NCN
		}
		add_equipment_to_stockpile = {
		type = ballistic_equipment_2
		amount = 500
		producer = UTH
		}
		add_equipment_to_stockpile = {
		type = radio_equipment_1
		amount = 500
		producer = USA
		}
		
		capital_scope = {
		add_resource = {
						type = metal
						amount = 6
					}
					add_resource = {
					type = circuitry
					amount = 6
				}
				add_resource = {
					type = advanced
					amount = 4
				}
			add_resource = {
					type = energy
					amount = 4
				}
		
			}
		}
	}

	focus = {
	id = NCN_stockpiles
	icon = GFX_goal_generic_cart
	cost = 30
	x = -4
	y = 1
	relative_position_id = NCN_fall_back_on_scripture
	prerequisite = { focus = NCN_fall_back_on_scripture }
	completion_reward = { 
	
				add_equipment_to_stockpile = {
				type = radio_equipment_1
				amount = 500
				producer = usa }
				add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = 1000 
				producer = usa }
					add_equipment_to_stockpile = {
				type = ballistic_equipment_2
				amount = 500
				producer = UTH }
			224 = { add_building_construction = {
						type = supply_node
						level = 1
						instant_build = yes }
			}
		}	
	}
	focus = {
	id = NCN_Recover_what_we_can
	icon = GFX_goal_RES_Middle_Scavenge
	cost = 30
	x = -4
	y = 1
	relative_position_id = NCN_reach_out_to_the_tribes
	prerequisite = { focus = NCN_reach_out_to_the_tribes }
	completion_reward = { 
					224 = { 
					add_extra_state_shared_building_slots = 4 
					set_temp_variable = {
					pop_add = 10000 }
					add_state_population = yes  
					}
		            224 = { 
					add_resource = {
						type = metal
						amount = 6
					}
					add_resource = {
					type = circuitry
					amount = 6
				}
				add_resource = {
					type = water
					amount = 6
					}
					add_resource = {
					type = energy
					amount = 6
					}
				}
				551 = {
				set_temp_variable = {
					pop_add = -5000 }
					add_state_population = yes 
					}
					266 = {
				set_temp_variable = {
					pop_add = -5000 }
					add_state_population = yes 
					}
			
			every_country = {
				limit = {
					has_idea = ncn_idea_mormon_mission
				}
			}
				send_equipment = {
				type = infantry_equipment
				amount = 250
				target = NCN	
				}
				send_equipment = {
				type = support_equipment
				amount = 50
				target = NCN	
				}
		
			}
		}
		
			focus = {
				id = NCN_lessons_learned
				icon = GFX_goal_generic_backroom_planning
				cost = 30
				x = 4
				y  = 1
				relative_position_id = NCN_protect_river_flanks
				prerequisite = { focus = NCN_protect_river_flanks
								focus = NCN_maintain_naval_links }
				completion_reward = { 
				224 = { add_building_construction = {
					type = air_base
					level = 4
					instant_build = yes
				}
				}
				add_tech_bonus = {
				uses = 1
				bonus = 0.33
				category = vehicle_tech_category
				}
				add_tech_bonus = {
				uses = 1
				bonus = 0.50
				category = cat_land_doctrine
				}
				set_technology = { all_terrain_vehicles_tech = 1 }
			
			}
		}
		focus = {
				id = NCN_survive
				icon = GFX_goal_generic_backpack
				cost = 30
				x = -4
				y  = 1
				relative_position_id = NCN_maintain_naval_links
				prerequisite = { focus = NCN_protect_river_flanks
								focus = NCN_maintain_naval_links }
				completion_reward = { 
			
			
				set_technology = { sacredgifts = 1 }
				add_to_variable = { NCN_supply_consumption_factor = -0.04 }
				add_to_variable = { NCN_terrain_penalty_reduction = 0.03 }
				add_to_variable = { NCN_local_resources_factor = 0.02 }
				force_update_dynamic_modifier = yes
				custom_effect_tooltip = NCN_SURVIVAL_TT
				}
			}
		
			focus = {
				id = NCN_tactics
				icon = GFX_icon_two_wargoal
				cost = 30
				x = 1
				y  = 1
				relative_position_id = NCN_kickstart_war_economy
				prerequisite = { focus = NCN_kickstart_war_economy }
				completion_reward = { 
				set_technology = { ncn_improved_horns_moroni_tech = 1 }
					custom_effect_tooltip = ncn_improved_horns_moroni_tt
					add_tech_bonus = {
					bonus = 0.50
					uses = 2
					category = cat_land_doctrine
					}
					}
			}
			
					
				focus = {
				id = NCN_Vengence
				icon = GFX_goal_TTM_Fire_2
				cost = 30
				x = -1
				y  = 1
				relative_position_id = NCN_building_an_army
				prerequisite = { focus = NCN_building_an_army }
				completion_reward = { 
				every_unit_leader = {
				add_attack = 1
				add_logistics = 1 
				}
				add_war_support = 0.11
				add_manpower = 1000
			}
			}
			
				
				focus = {
				id = NCN_our_old_freind
				icon = GFX_goal_NCR_Calhoun
				cost = 30
				x = -3
				y  = 1
				relative_position_id = NCN_building_an_army
				prerequisite = { focus = NCN_building_an_army }
				available = {
				OR = {
				NCR = {
				exists = yes
				has_country_leader = {
					name = "Bill Calhoun"
					ruling_only = yes
				}
				has_country_leader = {
					name = "Allgood Murphey"
					ruling_only = yes
				}
				is_puppet = no
			}
				BON = { exists = yes }
		}
	}
				completion_reward = {

					add_equipment_to_stockpile = {
						type = ballistic_equipment_1
						amount = 1000
						producer = XCA
					}

					add_equipment_to_stockpile = {
						type = ballistic_equipment_2
						amount = 500
						producer = NEV
					}

					add_equipment_to_stockpile = {
						type = ballistic_equipment_2
						amount = 500
						producer = XCA
					}

					add_equipment_to_stockpile = {
						type = ballistic_fireteam_equipment_2
						amount = 250
						producer = XCA
						}
						add_equipment_to_stockpile = {
							type = support_equipment
							amount = 500
							producer = USA
								}

						add_opinion_modifier = {
							target = NCR
							modifier = NCN_helped_us_through_bad_times 
						}


				if = {
				limit = { NCR = { has_completed_focus = ncr_allgood_address} }
					NCR = {
				add_equipment_to_stockpile = {
				type = ballistic_equipment_1
				amount = 1000
				producer = NCN
				}
				add_equipment_to_stockpile = {
				type = ballistic_fireteam_equipment_2
				amount = 250
				producer = NCN
				}
				add_equipment_to_stockpile = {
				type = ballistic_equipment_2
				amount = 500
				producer = NCN
				}
				
				add_equipment_to_stockpile = {
				type = ballistic_equipment_2
				amount = 500
				producer = UTH
					}
				add_equipment_to_stockpile = {
				type = support_equipment
				amount = 500
				producer = USA
					}
				}
				add_opinion_modifier = {
					target = NCN
					modifier = NCN_freind_of_bear
				}
			}
			
			if = {
				limit = {
					country_exists = BON }
				BON = {
				add_equipment_to_stockpile = {
				type = ballistic_equipment_1
				amount = 1000
				producer = NCN
				}
				add_equipment_to_stockpile = {
				type = ballistic_fireteam_equipment_2
				amount = 250
				producer = NCN
				}
				add_equipment_to_stockpile = {
				type = ballistic_equipment_2
				amount = 500
				producer = NCN
				}
				add_equipment_to_stockpile = {
				type = ballistic_equipment_2
				amount = 500
				producer = UTH
				}
				add_equipment_to_stockpile = {
				type = support_equipment
				amount = 500
				producer = USA
					}
				
				add_equipment_to_stockpile = {
				type = ballistic_equipment_3
				amount = 125
				producer = UTH
			}
			add_opinion_modifier = {
				target = BON
				modifier = NCN_freind_of_bear
			}
			add_ai_strategy = {
				type = send_volunteers_desire
				id = NCN
				value = 500
			}
			add_ideas = ncn_idea_mormon_mission
		}
	}
}
	}			

focus = {
				id = NCN_Warriors_from_Gentile_lands
				icon = GFX_KHA_focus_warrior_scholars
				cost = 30
				x = 3
				y  = 1
				relative_position_id = NCN_kickstart_war_economy
				prerequisite = { focus = NCN_kickstart_war_economy }
				completion_reward = {
				every_country = {
				limit = {
					has_idea = ncn_idea_mormon_mission
				}
						add_ai_strategy = {
							type = send_volunteers_desire
							id = NCN
							value = 500
						}
						
				NCN = {
					add_manpower = 500
				}
			}
		}
	}

			
			focus = {
				id = NCN_resources_for_war
				icon = GFX_goal_max_untapped_resources
				cost = 30
				x = 0
				y  = 1
				relative_position_id = NCN_Vengence
				prerequisite = { focus = NCN_Vengence }
				completion_reward = { 
					224 = {
						add_resource = {
						type = metal
						amount = 10
					}
					add_resource = {
						type = water
						amount = 10
						}
						add_resource = {
						type = energy
						amount = 5
			}
		}
	}
}

				focus = {
				id = NCN_Joshua_Rage
				icon = GFX_goal_CES_Lost_Dam_Burned_Man
				cost = 30
				x = 0
				y  = 1
				relative_position_id = NCN_tactics
				prerequisite = { focus = NCN_tactics }
				completion_reward = { 
				add_country_leader_trait =  ncn_joshua_rage_1 
				add_war_support = 0.025
				add_manpower = 400
		}
	}
				

				focus = {
				id = NCN_end_the_whitelegs
				icon = GFX_goal_NCN_Death_to_WHT
				cost = 30
				x = 4
				y  = 1
				relative_position_id = NCN_god_do_all_the_work
				prerequisite ={ focus = NCN_god_do_all_the_work }
				completion_reward = { 
				add_timed_idea = { idea = ncn_idea_wht_leg_defeat_1 days = 365
				}
			}
		}
			
			focus = {
				id = NCN_reclaim_our_home
				icon = GFX_goal_ncn_way_home
				cost = 30
				x = -4
				y  = 1
				relative_position_id = NCN_home_is_non_negotiable
				prerequisite = { focus = NCN_home_is_non_negotiable }
				completion_reward = {
				add_timed_idea = { idea = ncn_idea_wht_leg_defeat_2 days = 365
					}
				}
			}

			focus = {
				id = NCN_the_caretaker
				icon = GFX_goal_VEG_Follower_Support 
				cost = 30
				x = -4
				y  = 1
				relative_position_id = NCN_in_pious_hands
				prerequisite = { focus = NCN_in_pious_hands }
				completion_reward = {
				add_country_leader_trait = logistics_tsar
				add_political_power = 100
				}
				}
				focus = {
				id = NCN_the_healer
				icon = GFX_goal_NCR_Calhoun_Stimpak 
				cost = 30
				x = 4
				y  = 1
				relative_position_id = NCN_in_pious_hands
				prerequisite = { focus = NCN_in_pious_hands }
				completion_reward = {
				add_country_leader_trait = 
				follower_of_the_apocalypse
				add_political_power = 100
				}
				
				}
				
				focus = {
				id = NCN_The_Young_Shepard
				icon = GFX_goal_NCN_Blessed_Are_The_Merciful_shine
				cost = 30
				search_filters = { FOCUS_FILTER_STABILITY }
				x = 0
				y = 2
				relative_position_id = NCN_in_pious_hands
				prerequisite = { focus = NCN_in_pious_hands }
				completion_reward = {
				add_political_power = 100
				add_stability = 0.05
				add_popularity = {
				ideology = people
				popularity = 0.05
			}
				
		}
	}
			focus = {
				id = NCN_Work_is_never_done
				icon = GFX_KHA_focus_camp_arms_workshops
				cost = 30
				search_filters = { FOCUS_FILTER_STABILITY }
				x = 0
				y  = 1
				relative_position_id = NCN_The_Young_Shepard
				prerequisite = { focus = NCN_The_Young_Shepard }
				completion_reward = {
				add_political_power = 100
				every_owned_state = {
						limit = {
							is_capital = yes
						}
						set_temp_variable = {
					pop_add = 2800
				}
				add_state_population = yes
			}
			add_stability = 0.025	
		}
	}
	
				focus = {
				id = NCN_Lords_bounty
				icon = GFX_goal_food_various_fruits
				cost = 30
				x = 0
				y  = 1
				relative_position_id = NCN_Work_is_never_done
				prerequisite = { focus = NCN_Work_is_never_done }
				completion_reward = {
				add_to_variable = { NCN_weekly_manpower = 5 }
				add_to_variable = { NCN_local_resources_factor = 0.03 }
				add_to_variable = { NCN_global_building_slots_factor = 0.03 }
				custom_effect_tooltip = ncn_lords_bounty_tt
				force_update_dynamic_modifier = yes
				}
			}
			focus = {
				id = NCN_Mormon_clinics
				icon = GFX_goal_OST_nephilim
				cost = 30
				x = 4
				y  = 1
				relative_position_id = NCN_teach_the_beautitudes
				prerequisite = { focus = NCN_teach_the_beautitudes }
				completion_reward = { 
				every_country = {
				limit = {
					has_idea = ncn_idea_mormon_mission
					}
				}
				add_ideas = ncn_idea_mormon_clinc
				}
			}
		
				focus = {
				id = NCN_honest_work
				icon = GFX_goal_generic_construction2
				cost = 30
				x = 4
				y  = 1
				relative_position_id = NCN_rebuild_destroyed_settlements
				prerequisite = { focus = NCN_rebuild_destroyed_settlements }
				completion_reward = { 
				add_to_variable = { NCN_industrial_capacity_factory = 0.10}
				add_to_variable = { NCN_line_change_production_efficiency_factor = 0.05 }
				add_to_variable = { NCN_production_factory_start_efficiency_factor = 0.075 }
				custom_effect_tooltip = ncn_honest_work_tt
				force_update_dynamic_modifier = yes
				}
			}
			
				
				focus = {
				id = NCN_Mormon_engineers
				icon = GFX_goal_generic_tinker_workbench
				cost = 30
				search_filters = { FOCUS_FILTER_STABILITY }
				x = 3
				y = 1
				relative_position_id = NCN_combat_poor_reputation
				prerequisite = { focus = NCN_combat_poor_reputation }
				completion_reward = {
				every_other_country = { 
    		limit = {
					OR = {
						tag = TAR
						tag = CRZ
						tag = UIN
						tag = DEA
						tag = EAG
						tag = SOR
						}
						}
				}
				add_ideas = NCM_idea_mormon_engineers
			}
		}
			
			focus = {
				id = NCN_donations
				icon = GFX_goal_ncn_bonnie_springs_plan
				cost = 30
				x = -3
				y = 1
				relative_position_id = NCN_combat_poor_reputation
				prerequisite = { focus = NCN_combat_poor_reputation }
				completion_reward = { 
					every_other_country = { 
    		limit = {
					OR = {
						tag = TAR
						tag = CRZ
						tag = UIN
						tag = DEA
						tag = EAG
						tag = SOR
						}
					}
				set_temp_variable = { caps_to_add = 50 }
				add_caps = yes  
						random_owned_state = {
						add_extra_state_shared_building_slots = 1
				}
				
				random_owned_state = {
						add_extra_state_shared_building_slots = 1
						}
					random_owned_state = {
						add_extra_state_shared_building_slots = 1
						}
					add_stability = 0.05
					}
					add_stability = 0.10
					
				}
			}
			
			focus = {
				id = NCN_reforged
				icon = GFX_goal_CES_LC_blacksmith
				cost = 30
				x = 4
				y = 1
				relative_position_id = NCN_disarm
				prerequisite = { focus = NCN_disarm }
				completion_reward = { 
				random_owned_state = {
				add_extra_state_shared_building_slots = 2
						add_building_construction = {
							type = industrial_complex
							level = 2
							instant_build = yes
							}
				}
				random_owned_state = {
				add_extra_state_shared_building_slots = 2
						add_building_construction = {
							type = industrial_complex
							level = 2
							instant_build = yes
							}
				}
				random_owned_state = {
				add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = arms_factory
							level = 1
							instant_build = yes
							}
				}
				random_owned_state = {
				add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = arms_factory
							level = 1
							instant_build = yes
							}
					}
					add_to_variable = { NCN_production_factory_max_efficiency_factor = 0.03 }
					add_to_variable = { NCN_production_lack_of_resource_penalty_factor = -0.03 }
					add_to_variable = { NCN_production_factory_start_efficiency_factor = 0.02 }
					add_to_variable = { NCN_local_resources_factor = 0.02 }
					custom_effect_tooltip = NCN_reforged_tt
					force_update_dynamic_modifier = yes
				}
			}
			
			focus = {
				id = NCN_tribal_Ecconomy
				icon = GFX_KHA_focus_camp_workshops
				cost = 30
				x = -4
				y = 1
				relative_position_id = NCN_disarm
				prerequisite = { focus = NCN_disarm }
				completion_reward = {
				every_other_country = { 
    		limit = {
					OR = {
						tag = TAR
						tag = CRZ
						tag = UIN
						tag = DEA
						tag = EAG
						tag = SOR
						}
						}
					random_owned_state = {
						add_extra_state_shared_building_slots = 2
						add_building_construction = {
							type = industrial_complex
							level = 2
							instant_build = yes
							}
						}
						
					random_owned_state = {
						add_extra_state_shared_building_slots = 2
						add_building_construction = {
							type = industrial_complex
							level = 2
							instant_build = yes
							}
						}
					}				
				}
			}
			
			focus = {
				id = NCN_trade_princes
				icon = GFX_goal_generic_wine
				cost = 30
				x = 2
				y = 1
				relative_position_id = NCN_the_riches
				prerequisite = { focus = NCN_the_riches }
				completion_reward = {
				add_country_leader_trait = merchant_princes }
			}

			focus = {
				id = NCN_slave_labor
				icon = GFX_goal_PLS_Slave_Workshops
				cost = 30
				x = -2
				y = 1
				relative_position_id = NCN_the_riches
				prerequisite = { focus = NCN_the_riches }
				completion_reward = { 
				modify_building_resources = {
				 building = metal_generator
				resource = metal
				amount = 2
				}
				modify_building_resources = {
				 building = circuitry_generator
				resource = circuitry
				amount = 2
			}
			set_temp_variable = { caps_to_add = 125 }
			add_caps = yes  
		}
	}
			
			focus = { 
			id = NCN_wealth
			icon = GFX_generic_gold_bars
				cost = 30
				x = 4
				y = 1
				relative_position_id = NCN_exploit_occupied
				prerequisite = { focus = NCN_exploit_occupied }
				completion_reward = {
				set_temp_variable = { caps_to_add = 250 }
				add_caps = yes  
				add_popularity = {
				ideology = elites
				popularity = 0.075
				}
			}
		}
			
				focus = { 
			id = NCN_masters_of_the_word
			icon = GFX_focus_generic_treaty
				cost = 30
				search_filters = { FOCUS_FILTER_STABILITY }
				x = -4
				y = 1
				relative_position_id = NCN_exploit_occupied
				prerequisite = { focus = NCN_exploit_occupied }
				completion_reward = { 
				add_stability = 0.05
				add_war_support = 0.05
				every_country = {
				limit = {
					has_country_flag = is_utah_nation
					has_idea = ncn_idea_mormon_mission
				}
				add_opinion_modifier = {
					target = NCN
					modifier = NCN_new_masters
				}
		 } 
   }
 
}
			focus = { 
			id = NCN_caravan_enforcment
			icon = GFX_goal_pal_business_as_usual
				cost = 30
				x = 2
				y = 1
				relative_position_id = NCN_improved_caravan_routes
				prerequisite = { focus = NCN_improved_caravan_routes }
				completion_reward = { 
				division_template = {
					name = "Caravan Protection"
					regiments = {
						motorized = { x = 0 y = 0 }
						motorized = { x = 0 y = 1 }
						motorized = { x = 0 y = 2 }
						police_infantry = { x = 1 y = 0 }
						police_infantry = { x = 1 y = 1 }
						police_infantry = { x = 1 y = 2 }
					}
					support = {
		recon_company = { x = 0 y = 0 }
	}
					is_locked = no
					priority = 1
			}
			551 = {
			create_unit = {
						division = "name = \"1st Caravan Protection\" division_template = \"Caravan Protection\" start_experience_factor = 0.4 "
						owner = NCN
					}
				}
					457  = {
					create_unit = {
						division = "name = \"2nd Caravan Protection\" division_template = \"Caravan Protection\" start_experience_factor = 0.4"
						owner = NCN
					}
				}
				352 = { 
						create_unit = {
						division = "name = \"3rd Caravan Protection\" division_template = \"Caravan Protection\" start_experience_factor = 0.4"
						owner = NCN
					}
				}
			}
		}
		focus = { 
			id = NCN_invest_in_poor_counties
			icon = GFX_goal_CAR_april_capital_investments
				cost = 45
				x = -2
				y = 1
				relative_position_id = NCN_begin_efficiency_reforms
				prerequisite = { focus = NCN_begin_efficiency_reforms}
				completion_reward = { 
				128 = { 
				add_extra_state_shared_building_slots = 3
				 add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
				set_state_category = shanty
			
			
				}
				319 = { 
				add_extra_state_shared_building_slots = 2
				 add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
				50 = {
				add_extra_state_shared_building_slots = 2
				 add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			128 = { 
			add_extra_state_shared_building_slots = 1
				 add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
					}
			add_extra_state_shared_building_slots = 1
			}
			
			549 = {
			set_state_category = rural 
			add_extra_state_shared_building_slots = 1
		}
			
					set_temp_variable = { caps_to_add = -150 }
				add_caps = yes  
			
		}
	}

	
		focus = {
					id = NCN_Motorized_thunder
			icon = GFX_goal_generic_motorcycle_savage
				cost = 45
				x = -3
				y = 1
				relative_position_id = NCN_god_and_gold
				prerequisite = { focus = NCN_god_and_gold }
				
				completion_reward = { 
					custom_effect_tooltip = NCN_car_upgrade_ttl
				if = {
				limit = {
					has_tech = fuel_booster_vehicle_tech
				}
				set_technology = {
					light_motorized_equipment_vehicle_tech_3 = 1
			}
		}
			if = {
				limit = {
					has_tech = extra_plating_vehicle_tech
				}
				set_technology = { heavy_motorized_equipment_vehicle_tech_3 = 1 
					
				}
			}
		}
	}
		

				focus = {
					id = NCN_Power_armor_oppression
				icon = GFX_goal_power_armor
				cost = 45
				x = 3
				y = 1
				relative_position_id = NCN_god_and_gold
				prerequisite = { focus = NCN_god_and_gold }
				available = { has_completed_focus = NCN_Reverse_Engineer }
				completion_reward = { 
				add_equipment_to_stockpile = {
				type = power_armor_equipment_2
				amount = 200
				producer = USA
				}
				add_equipment_to_stockpile = {
				type = power_armor_equipment_3
				amount = 100
				producer = usa
				}
				
				}
			}
			
			focus = {
					id = NCN_banking_dominates
				icon = GFX_goal_cap_and_cash
				cost = 45
				x = 4
				y = 1
				relative_position_id = NCN_economic_reform
				prerequisite = { focus = NCN_economic_reform }
				available = { has_completed_focus = NCN_A_Bank_Of_The_State }
				completion_reward = { 
					 swap_ideas = { 
					 remove_idea = ncn_New_Cannanite_Bank
						add_idea = ncn_New_Cannanite_bank_dominates }
					}
			}
			
			focus = {
					id = NCN_exploit_technicalities
				icon = GFX_goal_PLS_New_Weapon_Contract
				cost = 45
				x = -4
				y = 1
				relative_position_id = NCN_armament_programs
				prerequisite = { focus = NCN_armament_programs }
				completion_reward = {
					551 = {
					add_state_modifier = {
				modifier = {
				recruitable_population_factor = 0.05
					state_resources_factor = 0.20
					state_production_speed_buildings_factor = 0.10
				}
			}	
		}
					 266 = {
					add_state_modifier = {
				modifier = {
					recruitable_population_factor = 0.10
					state_resources_factor = 0.20
					state_production_speed_buildings_factor = 0.10
				}
			}	
		}
		 random_owned_state = {
					add_state_modifier = {
				modifier = {
					recruitable_population_factor = 0.10
					state_resources_factor = 0.20
				}
			}	
		}
					add_stability = -0.05
				
				}
			}
			
			
			
			focus = {
					id = NCN_secure_route_to_vegas
				icon = GFX_focus_SWI_issue_war_bonds
				cost = 30
				x = 2
				y = 1
				relative_position_id = NCN_invest_in_local_industries
				prerequisite = { focus = NCN_invest_in_local_industries }
				completion_reward = {
				if = {
					limit = {
						SKY = {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
					}
					SKY = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				}			
			}
		}
		
		
			focus = {
					id = NCN_gain_shosone_rights
				icon = GFX_goal_VLT_shoshone_war_dec
				cost = 30
				x = -2
				y = 1
				relative_position_id = NCN_exploit_contracts 
				prerequisite = { focus = NCN_exploit_contracts }
				completion_reward = {
				if = {
					limit = {
						SHO = {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
					}
					SHO = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				}			
			}
		}
		focus = {
					id = NCN_route_to_the_noth
				icon = GFX_goal_hgh_flag
				cost = 30
				x = 0
				y = 1
				relative_position_id = NCN_exploit_contracts 
				prerequisite = { focus = NCN_exploit_contracts }
				completion_reward = {
				if = {
					limit = {
						HGH = {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
					}
					 HGH = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				}			
			}
		}
		
		focus = {
					id = NCN_trade_fleet
				icon = GFX_goal_PLS_Ship
				cost = 30
				x = -1
				y = 1
				relative_position_id = NCN_route_to_the_noth
				prerequisite = { focus = NCN_route_to_the_noth }
				completion_reward = { 
				random_owned_state = {
				limit = {
						is_coastal = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = dockyard
						level = 2
						instant_build = yes
					}
				}
					random_owned_state = {
				limit = {
						is_coastal = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = dockyard
						level = 2
						instant_build = yes
					}
				}
			}
		}


			focus = {
					id = NCN_Eastward_destiny
				icon = GFX_focus_SWI_issue_war_bonds
				cost = 30
				x = 0
				y = 1
				relative_position_id = NCN_invest_in_local_industries
				prerequisite = { focus = NCN_invest_in_local_industries }
				completion_reward = {
				if = {
					limit = {
						PRO = {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
						SIE = {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
					}
					 PRO = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
					SIE = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				}
			}
		}
		
		
			focus = {
					id = NCN_Tithes_increase
				icon = GFX_goal_PLS_Our_Conditions
				cost = 30
				x = 1
				y = 1
				relative_position_id = NCN_Eastward_destiny
				prerequisite = { focus = NCN_Eastward_destiny }
				completion_reward = { 
				add_ideas = NCN_heavy_Tithes
				}
			}
			
			focus = {
					id = NCN_wester_trade
				icon = GFX_goal_generic_trade_economy
				cost = 30
				x = 0
				y = 1
				relative_position_id = NCN_clash_with_bear
				prerequisite = { focus = NCN_clash_with_bear }
				available = { controls_state  = 478 }
				completion_reward = {
			478	=  {
		add_state_modifier = {
					modifier = {	
				 caps_trade_node_route_limit = 1 }
				}
				
			}
			set_temp_variable = { caps_to_add = 100 }
				add_caps = yes
		}
	}
					
					
					focus = {
					id = NCN_leagalized_drugs
				icon = GFX_KHA_focus_chem_deals
				cost = 30
				x = 0
				y = 1
				relative_position_id = NCN_exploit_shadow_market
				prerequisite = { focus = NCN_exploit_shadow_market }
				available = { controls_state  = 478 }
				completion_reward = { 
				add_ideas = chems_legalised 
				set_temp_variable = { caps_to_add = 200 }
				add_caps = yes
			}
			
		}
		
					focus = {
					id = NCN_Fertilizing
				icon = GFX_goal_imo_distillery
				cost = 30
				x = 2
				y = 1
				relative_position_id = NCN_riches_roads
				prerequisite = { focus = NCN_riches_roads }
				completion_reward = { 
				every_owned_state = {
			add_extra_state_shared_building_slots = 1
			add_resource = {
				type = water
				amount = 1
				}
				set_temp_variable = {
					pop_add = 75 }
					add_state_population = yes 
			}
		}
	}
	
							focus = {
					id = NCN_Air
				icon = GFX_goal_generic_air_doctrines_focus
				cost = 30
				x = -2
				y = 1
				relative_position_id = NCN_riches_roads
				prerequisite = { focus = NCN_riches_roads }
				completion_reward = { 
				add_tech_bonus = {
				bonus = 0.66
				uses = 2
				category = air_tech_category
				}
				
				random_owned_state = {
				add_building_construction = {
					type = air_base
					level = 3
					instant_build = yes
				
			}
		}
			random_owned_state = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				
			}
		}
	}
  }
			
							focus = {
					id = NCN_refinement
				icon = GFX_goal_ITZ_evacuate_resources
				cost = 60
				x = -4
				y = 1
				relative_position_id = NCN_repair_roads
				prerequisite = { focus = NCN_repair_roads }
				completion_reward = { 
				random_owned_state = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = metal_generator
					level = 2
					instant_build = yes
				}
			}
			random_owned_state = {
			add_extra_state_shared_building_slots = 2 
			add_building_construction = {
					type = metal_generator
					level = 2
					instant_build = yes
					}
				}
					random_owned_state = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
					type = water_generator
					level = 2
					instant_build = yes
					}
				}

				random_owned_state = {
				add_extra_state_shared_building_slots = 2
					add_building_construction = {
					type = circuitry_generator
					level = 2
					instant_build = yes
					}
				}
				
				549 = {
				add_extra_state_shared_building_slots = 1
				add_resource = {
				type = composites
				amount = 6
				}
			}
		}

	}
			focus = {
					id = NCN_diplomatic
				icon = GFX_goal_generic_generic_diplomatic_focus
				cost = 30
				x = 4
				y = 1
				relative_position_id = NCN_repair_roads
				prerequisite = { focus = NCN_repair_roads }
				completion_reward = {
				random_owned_state = {
				add_building_construction = {
					type = radar_station
					level = 3
					instant_build = yes
					}
				}
				
				random_owned_state = {
				add_building_construction = {
					type = radar_station
					level = 3
					instant_build = yes
					}
				}
			add_ideas = { ncn_diplomatic_engagment }
			}
		}
		
		focus = {
					id = NCN_logsticals_evaulation
				icon = GFX_goal_ncn_fast_mail
				cost = 30
				x = -3
				y = 1
				relative_position_id = NCN_safeguard_routes
				prerequisite = { focus = NCN_safeguard_routes }
				completion_reward = { 
				every_unit_leader = {
				add_planning = 1
				add_logistics = 1 
				}
				random_owned_state = {
				 add_building_construction = {
						type = supply_node
						level = 1
						instant_build = yes }
			}
				random_owned_state = {
				 add_building_construction = {
						type = supply_node
						level = 1
						instant_build = yes }
			}

			}
		}
		
		focus = {
					id = NCN_fine_war_effort
				icon = GFX_goal_generic_common_firearms_focus
				cost = 30
				x = 3
				y = 1
				relative_position_id = NCN_produce_goods
				prerequisite = { focus = NCN_produce_goods }
				completion_reward = {
				random_owned_state = {
				add_extra_state_shared_building_slots = 1
				 add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes }
			}
			random_owned_state = {
				add_extra_state_shared_building_slots = 1
				 add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes }
			}
				random_owned_state = {
				add_extra_state_shared_building_slots = 1
				 add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes }
			}
				random_owned_state = {
				add_extra_state_shared_building_slots = 1
				 add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes }
			}
				random_owned_state = {
				add_extra_state_shared_building_slots = 1
				 add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes }
			}
			add_tech_bonus = {
				bonus = 0.66
				uses = 2
				category = civilization_tech_category
				}
				
		}
}				focus = {
					id = NCN_the_use_protect_the_waters
				icon = GFX_goal_generic_harbours_focus
				cost = 60
				x = 0
				y = 1
				relative_position_id = NCN_logsticals_evaulation
				prerequisite = { focus = NCN_logsticals_evaulation }
				completion_reward = {
				every_owned_state = {
					limit = {
						is_coastal = yes
					}
					add_building_construction = {
						type = coastal_bunker
						level = 1
						instant_build = yes
						province = {
							all_provinces = yes
							limit_to_coastal = yes
						}
					}
				}
				every_owned_state = {
					limit = {
						is_coastal = yes
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = water_generator
						level = 1
						instant_build = yes
					}
				}
			}
		}
					focus = {
					id = NCN_research_grants
				icon = GFX_KHA_focus_research_tech
				cost = 30
				x = 0
				y = 1
				available = {
						OR = {
							has_country_leader = {
								name = "Daniel"
								ruling_only = yes
							}
								has_country_leader = {
									name = "Jeremiah Rigdon"
									ruling_only = yes
								}
						}

							set_temp_variable = { caps_diff = 300 }
							caps_cost_trigger = yes
						}
						
				relative_position_id = NCN_fine_war_effort
				prerequisite = { focus = NCN_fine_war_effort }
				completion_reward = { 
				set_temp_variable = { caps_to_add = -300 }
				add_caps = yes
				add_tech_bonus = {
				bonus = 0.75
				uses = 5
				category = civilization_tech_category
				}
				set_technology = { electronics_tech_level_scientific = 1 }
				set_technology = { exploitation_tech_level_settler = 1 }
					}
				}
			
		focus = {
					id = NCN_the_sothern_slavers
				icon = GFX_goal_CES_protect_the_bull
				 search_filters = { FOCUS_FILTER_STABILITY FOCUS FOCUS_FILTER_ANNEXATION }
				cost = 60
				x = 0
				y = 1
				relative_position_id = NCN_utah_prospers
				prerequisite = { focus = NCN_utah_prospers }
				completion_reward = { 
				if = {
				limit = { CES = { exists = yes } }
				create_wargoal = { type = topple_government target = CES }
				else = {
					activate_targeted_decision = {
						target = CES
						decision = demand_stolen_territory
					}
				}
			}
			add_war_support = 0.25
			add_stability = 0.10
			add_manpower = 5000
			
		}
	}
	
				focus = {
				id = NCN_the_end_of_thedisprosa
				icon = GFX_goal_NCN_home
				cost = 30
				x = -4
				y = 1
				relative_position_id = NCN_bring_light_to_utah
				prerequisite = { focus = NCN_bring_light_to_utah }
				available = { has_civil_war = no }
				available = { has_completed_focus = NCN_return_dead_city }
				completion_reward = {
					551 = {
					add_manpower = 10000
					}
					266 = { add_manpower = 7500
					}
					224 = { add_manpower = -17500 }
				add_timed_idea = {
				  idea = ncn_idea_return_home days = 500
			}
				every_owned_state = {
				add_manpower = 125
				}
			}
		}
		focus = {
				id = NCN_blossoming_NCN_faith
				icon = GFX_goal_ncn_peacekeepers
				cost = 30
				x = 4
				y = 1
				relative_position_id = NCN_bring_light_to_utah
				prerequisite = { focus = NCN_bring_light_to_utah }
				available = { has_civil_war = no }
				available = { has_completed_focus = NCN_a_return_to_normality }
				completion_reward = { 
				add_state_core = 581
				add_state_core = 488
				add_state_core = 204
				add_state_core = 373
				add_state_core = 72
				add_state_core = 213
				add_state_core = 326
				add_stability = 0.075
			}
		}
	
		focus = {
					id = NCN_needed_Clerical_reforms
				icon = GFX_focus_generic_court
				cost = 30
				x = -1
				y = 1
				relative_position_id = NCN_send_missionaries_north
				prerequisite = { focus = NCN_send_missionaries_north }
				completion_reward = { 
				add_political_power = 400
				custom_effect_tooltip = ncn_needed_reforms_tt
				set_country_flag = ncn_needed_reforms
						}
					}
					
					focus = {
					id = NCN_Young_soldiers
				icon = GFX_focus_generic_little_entente
				cost = 30
				x = 1
				y = 1
				relative_position_id = NCN_send_missionaries_south
				prerequisite = { focus = NCN_send_missionaries_south }
				completion_reward = { 
				army_experience = 30
				custom_effect_tooltip = ncn_army_faith_tt
				set_country_flag = ncn_army_faith
						}
					}
				
			focus = {
					id = NCN_Gods_protectors
				icon = GFX_goal_NCN_cleans_heathens
				cost = 30
				x = 5
				y = 1
				relative_position_id = NCN_old_practices_for_new_times
				prerequisite = { focus = NCN_old_practices_for_new_times }
				completion_reward = { 
				add_ideas = { NCN_bulwark_of_faith }
				
			
				}
			}
			
			focus = {
					id = NCN_no_cults
				icon = GFX_goal_VEG_Abandon_Cannibalism
				cost = 30
				x = 0
				y = 1
				relative_position_id = NCN_Gods_protectors
				prerequisite = { focus = NCN_Gods_protectors }
				completion_reward = { 
				if = {
					limit = {
						BDT = {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
					}
					BDT = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				}
				if = {
					limit = {
						CHE =  {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
					}
					CHE = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				}				
			}
		}
		
					focus = {
				id = NCN_the_boom
				icon = GFX_goal_NCN_baby
				cost = 30
				x = -5
				y = 1
				relative_position_id = NCN_old_practices_for_new_times
				prerequisite = { focus = NCN_old_practices_for_new_times }
				completion_reward = { 
				add_timed_idea = {
				  idea = ncn_baby_boom days = 1500
			}
				every_owned_state = {
				add_extra_state_shared_building_slots = 2
				add_manpower = 200
				}
			}
		}
		
		focus = {
				id = NCN_holy_work_shops
				icon = GFX_goal_NCN_industry
				cost = 30
				x = 0
				y = 1
				relative_position_id = NCN_the_boom
				prerequisite = { focus = NCN_the_boom }
				completion_reward = { 
				add_ideas = { NCN_holy_shops_ideas }
				every_owned_state = {
				 limit = {
					is_core_of = NCN
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
					random_list = {
				25 = { add_building_construction = {
						type = metal_generator
						level = 1
						instant_build = yes
						}
					}
				25 = { add_building_construction = {
						type = water_generator
						level = 1
						instant_build = yes
						}
					}
					20 = { add_building_construction = {
						type = circuitry_generator
						level = 1
						instant_build = yes
						}
					}
					20 = { add_building_construction = {
						type = electricity_generator
						level = 1
						instant_build = yes
						}
					}
				10 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
						type = circuitry_generator
						level = 1
						instant_build = yes
						}
						add_building_construction = {
						type = electricity_generator
						level = 1
						instant_build = yes
						}
					}
				}
			}
		}
	}
		
		
		focus = {
				id = NCN_NEVADA_UNSECURE
				icon = GFX_goal_generic_nevada_war
				cost = 30
					search_filters = { FOCUS_FILTER_ANNEXATION }
				x = 0
				y = 1
				relative_position_id = NCN_holy_work_shops
				available ={ ai_has_no_other_wars_or_wargoals = yes }
				prerequisite = { focus = NCN_holy_work_shops }
				completion_reward = { 
			if = {
					limit = {
						TOF = {
							exists = yes
						}
					}
							create_wargoal = { type = annex_everything target = TOF }
							}
				if = {
					limit = {
						NEW = {
							exists = yes
							 has_cosmetic_tag =  NEW_BROKEN
							 has_cosmetic_tag = NEW_van_graffs
							 
						}
					}
							create_wargoal = { type = annex_everything target = NEW }
							}
							if = {
					limit = {
						VIP = {
							exists = yes
						}
					}
							create_wargoal = { type = annex_everything target = VIP }
							}
						
						if = {
					limit = {
						JAC = {
							exists = yes
						}
					}
							create_wargoal = { type = annex_everything target = JAC }
							}
								if = {
					limit = {
						SOK = {
							exists = yes
						}
					}
							create_wargoal = { type = annex_everything target = SOK }
							}
							if = {
					limit = {
						YKZ = {
							exists = yes
						}
					}
							create_wargoal = { type = annex_everything target = YKZ }
							}
						}
				}
		

				
					
					focus = {
				id = NCN_brothers_of_God
				icon = GFX_goal_NCN_Calhoun_Expansion_Jesus
				cost = 30
				x = 0
				y = 1
				relative_position_id = NCN_no_cults
				prerequisite = { focus = NCN_no_cults }
				completion_reward = {
						custom_effect_tooltip = ncn_dec_cat_brothers_christ_tt
						add_political_power = 100
						}
					}
					
					focus = {
				id = NCN_expanded_circuit
				icon = GFX_goal_religion_2_flag
				cost = 30
				x = 0
				y = 1
				relative_position_id = NCN_a_mission_fulfilled
				prerequisite = { focus = NCN_a_mission_fulfilled }
				completion_reward = {
						swap_ideas = {
			remove_idea = ncn_caravan_circuit
				add_idea = ncn_expanded_routes
			}
		}
	}
	
						focus = {
				id = NCN_preaching_machince
				icon = GFX_goal_generic_buggy_2
				cost = 30
				x = 0
				y = 1
				relative_position_id = NCN_preach_to_the_masses
				prerequisite = { focus = NCN_preach_to_the_masses }
				completion_reward = { 
				add_equipment_to_stockpile = {
				type = light_motorized_equipment_3
				amount = 200
				producer = usa
			}
				add_equipment_to_stockpile = {
				type = heavy_motorized_equipment_3
				amount = 100
				producer = usa
			}
			add_equipment_to_stockpile = {
				type = light_motorized_equipment_2
				amount = 300
				producer = UTH
			}
			add_tech_bonus = {
				bonus = 0.66
				uses = 2
				category = vehicle_tech_category
				}
		}
	}
	
				focus = {
				id = NCN_expand_relations_with_Followers
				icon = GFX_goal_enc_education_by_followers
				cost = 30
				x = 1
				y = 1
				relative_position_id = NCN_a_peoples_church
				prerequisite = { focus = NCN_a_peoples_church }
				available = { has_completed_focus = NCN_follower_2l }
				completion_reward = {
				add_ideas = followers_doctors
				decrease_followers_influence_5 = yes
				add_political_power = 100
				}
			}
			
			focus = {
				id = NCN_a_stable_world
				icon = GFX_goal_enc_peaceful_usa
				cost = 30
				x = -1
				y = 1
				relative_position_id = NCN_cultivate_mormon_settlements
				prerequisite = { focus = NCN_cultivate_mormon_settlements }
				
				completion_reward = {
				551 = { add_manpower = 7500 }
				266 = { add_manpower = 5000 }
				add_stability = 0.05
				add_war_support = 0.05
				
				}
			}
	
	
		focus = {
				id = NCN_naval_reinforment
				icon = GFX_goal_ITZ_dockside_trade
				cost = 30
				x = 2
				y = 1
				relative_position_id = NCN_caesar_and_king
				prerequisite = { focus = NCN_caesar_and_king }
				completion_reward = {
				every_owned_state = {
					limit = {
						is_coastal = yes
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = dockyard
						level = 1
						instant_build = yes
					}
			}
		}
	}
	
					focus = {
				id = NCN_Air_Vet
				icon = GFX_goal_HEA_focus_wings_of_the_angels
				cost = 30
				x = -2
				y = 1
				relative_position_id = NCN_caesar_and_king
				prerequisite = { focus = NCN_caesar_and_king }
				completion_reward = { 
				add_ace = {
				name = "Mary"
				surname = "Earhart"
				callsign = "Revelations"
				type = support_good
				is_female = yes
			}
			
			add_ace = {
				name = "Elijah"
				surname = " Hood "
				callsign = "Preacher"
				type = fighter_unique
				is_female = no
			}
			add_ace = {
				name = "Saraiah"
				surname = " June "
				callsign = "Angel"
				type = fighter_genius
				is_female = yes
			}
			add_ace = {
				name = " David"
				surname = " King "
				callsign = " II"
				type = bomber_unique
				is_female = no
			}
			air_experience = 30
			
				}
			}
			
				focus = {
				id = NCN_prepare_for_the_inevitable
				icon = GFX_goal_utah_rejection_flag_shine
				cost = 30
				x = 3
				y = 1
				relative_position_id = NCN_trouble_colorado
				prerequisite = { focus = NCN_trouble_colorado }
				completion_reward = {
				add_war_support = 0.10
				add_ideas = { NCN_inevitable_clash
				}
				add_manpower = 750
				}
			}
			
			focus = {
				id = NCN_shore_up_logistics
				icon = GFX_KHA_focus_war_path
				cost = 30
				x = -3
				y = 1
				available = { ai_has_no_other_wars_or_wargoals = yes }
				relative_position_id = NCN_trouble_colorado
				prerequisite = { focus = NCN_trouble_colorado }
				completion_reward = { 
				if = {
					limit = {
						SKY = {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
					}
					SKY = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				}
			}
		}
		focus = {
				id = NCN_desert_rangers
				icon = GFX_goal_NCR_Rangers_Lead_the_War
				cost = 30
				x = 2
				y = 1
				relative_position_id = NCN_best_bad_bunch
				prerequisite = { focus = NCN_best_bad_bunch }
				completion_reward = { 
					 if = {
						limit = {
					DES = {
						exists = yes
							}
						}
				country_event = nf_ncn.64
							
			add_equipment_to_stockpile = {
			type = spec_ops_equipment_5
			amount = 150
			producer = UTH
		}
		add_equipment_to_stockpile = {
			type = spec_ops_equipment_4
			amount = 300
			producer = UTH
		}
		add_equipment_to_stockpile = {
			type = ballistic_equipment_3
			amount = 300
			producer = ZOK
		}
	}
}
}
		
		focus = {
				id =  NCN_Liberation_extermination
				icon = GFX_goal_PLS_KILL
				cost = 30
				x = 0
				y = 1
				relative_position_id = NCN_end_caesar
				prerequisite = { focus = NCN_end_caesar }
				completion_reward = {
				add_manpower = 3000
				add_timed_idea = { idea = NCN_liberators days = 365 }
				
				}
			}
			
			
			focus = {
				id = NCN_hevean_fury
				icon = GFX_KHA_focus_arty
				cost = 30
				x = -1
				y = 1
				relative_position_id = NCN_shore_up_logistics
				prerequisite = { focus = NCN_shore_up_logistics }
				completion_reward = {
			set_technology = { artillery_ammo_unlock_tech = 1 }
			add_equipment_to_stockpile = {
			type = explosive_demolitions_equipment_3
			amount = 300
			producer = usa 
			}
			add_equipment_to_stockpile = {
			type = explosive_demolitions_equipment_2
			amount = 400
			producer = usa 
			}
			
				add_equipment_to_stockpile = {
			type =  explosive_demolitions_equipment_3
			amount = 300
			producer = UTH
			}
			
			add_war_support = 0.05
			}
		}
		
			
			focus = {
				id = NCN_war_industyr
				icon = GFX_goal_ITZ_streamline_military_industry
				cost = 30
				x = 1
				y = 1
				relative_position_id = NCN_prepare_for_the_inevitable
				prerequisite = { focus = NCN_prepare_for_the_inevitable }
				completion_reward = { 
				add_to_variable = { NCN_consumer_goods_factor = -0.025 }
				add_to_variable = { NCN_industrial_capacity_factory = 0.10}
				add_to_variable = { NCN_production_lack_of_resource_penalty_factor = -0.05 }
				custom_effect_tooltip = NCN_war_industry_tt
				force_update_dynamic_modifier = yes
				
					}
				}
				
				focus = {
				id = NCN_a_momment_of_peace
				icon = GFX_goal_NCN_GRH_Reading
				cost = 7
				x = -5
				y = 1
				relative_position_id = NCN_return_dead_city
				available = { 
					is_joshua_leader = yes 
					}
					ai_will_do = {
				base = 4000
			}
			

				prerequisite = { focus = NCN_return_dead_city }
				completion_reward =  {
					  country_event = nf_ncn.63
					  add_political_power = 100
					}
				}
				
				
				focus = {
				id = NCN_Soldiers_of_christ
				icon = GFX_goal_poseidon_poster
				cost = 30
				x = -3
				y = 1
				relative_position_id = NCN_nothing_to_chance
				available = { 
					is_joshua_leader = yes }
				prerequisite = { focus = NCN_nothing_to_chance }
				completion_reward =  {
				 add_war_support = 0.15
				 add_ideas = { NCN_religous_soldiers }
					}
				}

				focus = {
				id = NCN_war_gear
				icon = GFX_goal_generic_military_industry_focus
				cost = 30
				relative_position_id = NCN_nothing_to_chance
				x = 3
				y = 1
				relative_position_id = NCN_nothing_to_chance
				prerequisite = { focus = NCN_nothing_to_chance }
				completion_reward = {
				random_owned_state = {
				add_extra_state_shared_building_slots = 2
				 add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes }
				}
				
				random_owned_state = {
				add_extra_state_shared_building_slots = 2
				 add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes }
				}
			
			add_to_variable = { NCN_industrial_capacity_factory = 0.08 }
			add_to_variable = { production_speed_buildings_factor = 0.03 }
			force_update_dynamic_modifier = yes
			custom_effect_tooltip = NCN_war_gear_tt
		}
	}
		
		focus = {
				id = NCN_death_to_Goddess
				icon = GFX_goal_TTM_Diana_Angry
				cost = 30
				available = { ai_has_no_other_wars_or_wargoals = yes }
				available = { OR = { 
							is_neighbor_of = ORO 
							is_neighbor_of = TTM }
							}
				x = 1
				y = 1
				relative_position_id = NCN_war_gear
				prerequisite = { focus = NCN_war_gear}
				completion_reward = { 
								if = {
					limit = {
						TTM = {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
					}
					TTM = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				}
				if = {
					limit = {
						ORO =  {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
					}
					ORO = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				}
				}
			
				}
				
					focus = {
				id = NCN_death_to_heretics
				icon = GFX_goal_HEA_focus_embracing_violence
				cost = 30
				relative_position_id = NCN_war_gear
				x = -1
				y = 1
				available = { ai_has_no_other_wars_or_wargoals = yes }
				relative_position_id = NCN_continue_the_campaign
				prerequisite = { focus = NCN_continue_the_campaign }
				completion_reward = { 
								if = {
					limit = {
						HGH = {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
					}
					HGH = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				}
				if = {
					limit = {
						HEA =  {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
					}
					HEA = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				}
				}
			}
			
				focus = {
				id = NCN_erase
				icon = GFX_goal_VEG_Abandon_Cannibalism
				cost = 30
				relative_position_id = NCN_Soldiers_of_christ
				x = -1
				y = 1
				relative_position_id = NCN_death_to_heretics
				prerequisite = { focus = NCN_death_to_heretics }
				completion_reward = { 
				if = {
					limit = {
						BDT = {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
					}
					BDT = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				}
				if = {
					limit = {
						CHE =  {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
					}
					CHE = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				}
				add_war_support = 0.15
			}
				
	}
			
			 focus = {
				id = NCN_burn_city_of_sin
				icon = GFX_goal_VEG_War_for_Vegas
				cost = 30
				relative_position_id = NCN_war_gear
				x = 1
				y = 1
				relative_position_id = NCN_death_to_Goddess
				prerequisite = { focus = NCN_death_to_Goddess }
				completion_reward = {
					if = {
					limit = {
						NEW = {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						has_cosmetic_tag =  NEW_BROKEN
							 has_cosmetic_tag = NEW_van_graffs
							}
					}
				}
					NEW = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
					VEG = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				add_war_support = 0.05
				}
			}
		
			
			focus = {
				id = NCN_Instrument_of_his_will
				icon = GFX_goal_NCN_The_Burned_Man
				cost = 30
				relative_position_id = NCN_burn_city_of_sin
				x = 1
				y = 1
				prerequisite = { focus = NCN_burn_city_of_sin }
				completion_reward = { 
					every_unit_leader = {
					add_attack = 1
					gain_xp = 120
					add_skill_level = 1
				}
				add_command_power = 20
			}
		}
			
			
			 focus = {
				id = NCN_weapons_for_all
				icon = GFX_KHA_focus_firearms
				cost = 30
				relative_position_id = NCN_war_gear
				x = -1
				y = 1
				relative_position_id = NCN_Soldiers_of_christ
				prerequisite = { focus = NCN_Soldiers_of_christ }
				completion_reward = {
				every_owned_state = {
					limit = {
					is_core_of = NCN
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
				add_stability = -0.1
			}
		}
		
			 focus = {
				id = NCN_strip_all_scrap
				icon = GFX_goal_generic_scrap_metal
				cost = 30
				x = -1
				y = 1
				relative_position_id = NCN_weapons_for_all
				prerequisite = { focus = NCN_weapons_for_all }
				completion_reward = {
				every_owned_state = {
					limit = {
					is_core_of = ncn
					}
				add_resource = { 
				type = metal
					amount = 1
					}
					add_resource = { 
				type = composites
					amount = 1
					}
					add_resource = { 
				type = circuitry
					amount = 1
					}
					add_resource = { 
				type = advanced
					amount = 1
					}
				}
			}
		}
		
		
			 focus = {
				id = NCN_build_support
				icon = GFX_goal_HEA_focus_embassy_of_christ
				cost = 30
				relative_position_id = NCN_war_gear
				x = 1
				y = 1
				available = {
				controls_state = 213
				controls_state = 456
				controls_state = 326
				controls_state = 43
				}
				relative_position_id = NCN_protect_southern_flank
				prerequisite = { focus = NCN_protect_southern_flank }
				completion_reward = { 
				add_state_core = 43
				add_state_core = 213
				add_state_core = 456
				add_state_core = 326
				
				}
			}
						focus = {
				id = NCN_hardline_preaching
				icon = GFX_goal_generic_radar
				cost = 30
				relative_position_id = NCN_build_support
				x = 1
				y = 1
				prerequisite = { focus = NCN_build_support}
				completion_reward = {
				every_owned_state = {
					limit = {
					NOT = {
					is_core_of = ncn }
							}
							add_compliance = 0.30
							add_resistance = -0.20
						}
				}
			}
			
			
			 focus = {
				id = NCN_zealotry_at_worksop
				icon = GFX_goal_NCN_hammer
				cost = 30
				relative_position_id = NCN_strip_all_scrap
				x = -1
				y = 1
				prerequisite = { focus =  NCN_strip_all_scrap }
				available = { num_of_military_factories > 30 }
				available = { has_built = {  type = arms_factory
				value > 10 }
				}
				completion_reward = {
				add_to_variable = { NCN_line_change_production_efficiency_factor  = 0.10 }
				add_to_variable = { NCN_consumer_goods_factor = -0.01 }
				add_to_variable = { NCN_equipment_conversion_speed = 0.1 }
				add_to_variable = { NCN_industrial_capacity_factory = 0.04 }
				force_update_dynamic_modifier = yes
				custom_effect_tooltip = NCN_Zeal_tt
				}
			}
			
			 focus = {
				id = NCN_Ferver_attack
				icon = GFX_goal_HEA_focus_declaration_of_crusade
				cost = 30
				relative_position_id = NCN_nothing_to_chance
				x = -5
				y = 1
				prerequisite = { focus = NCN_nothing_to_chance }
				completion_reward = { 
					add_to_variable = { NCN_conscription  = 0.015 }
				add_to_variable = { NCN_army_attack_factor = 0.05 }
				add_to_variable = { NCN_experience_gain_army_factor = 0.12 }
				force_update_dynamic_modifier = yes
			custom_effect_tooltip = NCM_Fervor_attack_tt
				}
			}
			
			 focus = {
				id = NCN_death_of_firstborn
				icon = GFX_goal_pal_death_and_taxes
				cost = 30
				relative_position_id = NCN_nothing_to_chance
				search_filters = { FOCUS_FILTER_IDEAS }
				x = 5
				y = 1
				prerequisite = { focus = NCN_nothing_to_chance }
				completion_reward = { 
				set_technology = { thermal_vision_tech = 1}
				add_ideas = { NCN_night_ghost }
				}
			}
		}

		##########
			
			 
			
		
	
			
			
				
				
			
	
	
	
				
				
			
	
	

 

	
			
			





					
	
	
























