####################################################
#				White Legs Focus Tree
#			Written by Faelin & Zusk
#				Modified By Happy Spider
####################################################
focus_tree = {
	id = nf_wht
	country = {
		factor = 0
		modifier = {
			add = 110
			tag = WHT
		}
	}
	default = no
	focus = {
		id = wht_bombs_origins
		icon = GFX_goal_WHT_generic_flag
		cost = 7
		x = 25
		y = 0
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_bombs_origins entered"
			}
			country_event = {
				id = nf_whitelegs.1
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_bombs_origins exited"
			}
		}
	}
	focus = {
		id = wht_supermutant_invasion
		icon = GFX_goal_WHT_supermutant
		cost = 7
		x = 0
		y = 1
		prerequisite = {
			focus = wht_bombs_origins
		}
		relative_position_id = wht_bombs_origins
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_supermutant_invasion entered"
			}
			country_event = {
				id = nf_whitelegs.2
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_supermutant_invasion exited"
			}
		}
	}
	focus = {
		id = wht_winds_change
		icon = GFX_goal_WHT_ulysses
		cost = 7
		x = 0
		y = 1
		prerequisite = {
			focus = wht_supermutant_invasion
		}
		relative_position_id = wht_supermutant_invasion
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_winds_change entered"
			}
			country_event = {
				id = nf_whitelegs.3
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_winds_change exited"
			}
		}
	}
	focus = {
		id = wht_glories_caeasar
		icon = GFX_goal_CES_roman_eagle
		cost = 45
		x = -10
		y = 1
		available = {
			CES = {
				exists = yes
				is_subject = no
			}
		}
		prerequisite = {
			focus = wht_winds_change
		}
		ai_will_do = {
			factor = 40
		}
		relative_position_id = wht_winds_change
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_glories_caeasar entered"
			}
			add_popularity = {
				ideology = ruler
				popularity = 0.05
			}
			set_temp_variable = {
				caps_to_add = 200
			}
			add_caps = yes
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_glories_caeasar exited"
			}
		}
	}
	focus = {
		id = wht_scavenge_ruins
		icon = GFX_goal_generic_metal_focus
		cost = 45
		x = -4
		y = 1
		prerequisite = {
			focus = wht_winds_change
		}
		relative_position_id = wht_winds_change
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_scavenge_ruins entered"
			}
			random_owned_state = {
				limit = {
					is_valid_state_for_2_civilian_factories = yes
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
			}
			random_owned_state = {
			add_extra_state_shared_building_slots = 3 }
			
			add_equipment_to_stockpile = {
			type = melee_equipment_3
			amount = 250
			producer = usa
			}
			add_equipment_to_stockpile = {
			type = demolitions_equipment 
			amount = 300
			producer = usa
		}
	}
}
	focus = {
		id = wht_learn_to_drink
		icon = GFX_goal_water_generic
		cost = 45
		x = 4
		y = 1
		prerequisite = {
			focus = wht_winds_change
		}
		relative_position_id = wht_winds_change
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_learn_to_drink entered"
			}
			random_owned_state = {
				limit = {
					is_valid_state_for_purification_station = yes
				}
				set_temp_variable = {
					pop_add = 300
				}
				add_state_population = yes
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = water_generator
					level = 1
					instant_build = yes
				}
			}
			random_owned_state = {
				limit = {
					is_valid_state_for_purification_station = yes
				}
				set_temp_variable = {
					pop_add = 300
				}
				add_state_population = yes
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = water_generator
					level = 1
					instant_build = yes
				}
			}
			random_owned_state = {
				limit = {
					is_valid_state_for_purification_station = yes
				}
				set_temp_variable = {
					pop_add = 300
				}
				add_state_population = yes
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = water_generator
					level = 1
					instant_build = yes
				}
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_learn_to_drink exited"
			}
		}
	}
	focus = {
		id = wht_training_caesar
		icon = GFX_goal_CES_centurion
		cost = 30
		x = -2
		y = 1
		prerequisite = {
			focus = wht_glories_caeasar
		}
		available = {
			CES = {
				exists = yes
				is_subject = no
			}
		}
		ai_will_do = {
			factor = 10
		}
		relative_position_id = wht_glories_caeasar
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_training_caesar entered"
			}
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = cat_land_doctrine
			}
			add_popularity = {
				ideology = ruler
				popularity = 0.05
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_training_caesar exited"
			}
		}
	}
	focus = {
		id = wht_guns_from_flagstaff
		icon = GFX_goal_CES_servus_publicus
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = wht_glories_caeasar
		}
		available = {
			CES = {
				exists = yes
				is_subject = no
			}
		}
		ai_will_do = {
			factor = 10
		}
		relative_position_id = wht_glories_caeasar
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_guns_from_flagstaff entered"
			}
			add_ideas = wht_caesar_lessons
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_guns_from_flagstaff exited"
			}
		}
	}
	focus = {
		id = wht_slave_raiding
		icon = GFX_goal_CES_slaves
		cost = 30
		x = 2
		y = 1
		prerequisite = {
			focus = wht_glories_caeasar
		}
		available = {
			CES = {
				exists = yes
				is_subject = no
			}
		}
		relative_position_id = wht_glories_caeasar
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_slave_raiding entered"
			}
			add_political_power = 80
			add_manpower = 500
			custom_effect_tooltip = unlock_slave_raiding
			set_technology = { heavy_infantry_tech_1 = 1 }
			add_equipment_to_stockpile = {
			type = heavy_infantry_equipment_1 
			amount = 250
			producer = CES 
			}
			if = {
				limit = { NCN = { exists = yes } }
				NCN = {
					add_to_variable = {
						ncn_threat = 8
					}
					custom_effect_tooltip = ncn_gain_8_threat
					update_ncn_threat = yes
				}
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_slave_raiding exited"
			}
			set_temp_variable = {
				caps_to_add = 100
			}
			add_caps = yes
			capital_scope = {
			add_manpower = 1200 }
		}
		search_filters = { 	FOCUS_FILTER_MANPOWER }
	}
	focus = {
		id = wht_guns_from_legion
		icon = GFX_goal_lever_action_cowboy
		cost = 45
		x = 1
		y = 1
		prerequisite = {
			focus = wht_slave_raiding
			focus = wht_guns_from_flagstaff
			focus = wht_training_caesar
		}
		available = {
			CES = {
				exists = yes
				is_subject = no
			}
			OR = {
				has_completed_focus = wht_slave_raiding
				has_completed_focus = wht_guns_from_flagstaff
			}
			OR = {
				has_completed_focus = wht_slave_raiding
				has_completed_focus = wht_training_caesar
			}
			OR = {
				has_completed_focus = wht_training_caesar
				has_completed_focus = wht_guns_from_flagstaff
			}
		}
		ai_will_do = {
			factor = 80 
		}
		relative_position_id = wht_guns_from_flagstaff
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_guns_from_legion entered"
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 600
				producer = CES
			}
			add_equipment_to_stockpile = {
				type = anti_tank_equipment_1
				amount = 150
				producer = usa
			}
			add_equipment_to_stockpile = {
				type = ballistic_equipment_1
				amount = 300
				producer = USA
			}
			add_tech_bonus = {
				bonus = 0.25
				uses = 1
				category = ballistic_weaponry_tech_category
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_guns_from_legion exited"
			}
			 add_to_variable = { WHT_training_time_factor = -0.03 }
			 add_to_variable = { wht_org_loss_when_moving = -0.05 }
			 add_equipment_to_stockpile = {
			 type = ballistic_equipment_1 
			 amount = 300
			 producer = USA 
			 }
				force_update_dynamic_modifier = yes
		}
	}
	focus = {
		id = WHT_adopt_denarius
		icon = GFX_goal_CES_denarius
		cost = 30
		x = -1
		y = 1
		prerequisite = {
			focus = wht_slave_raiding
			focus = wht_guns_from_flagstaff
		}
		prerequisite = {
			focus = wht_slave_raiding
			focus = wht_training_caesar
		}
		prerequisite = {
			focus = wht_slave_raiding
			focus = wht_guns_from_flagstaff
		}
		available = {
			if = {
				limit = {
					is_ai = no
				}
				ruler > 0.2
			}
			NOT = {
				has_completed_focus = WHT_caps
			}
		}
		relative_position_id = wht_guns_from_flagstaff
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] WHT_adopt_denarius entered"
			}
			set_country_flag = accept_denarius
			swap_ideas = {
				remove_idea = currencygenericcap
				add_idea = currencycesdenarius
			}
			set_temp_variable = {
				caps_to_add = 200
			}
			add_caps = yes
			add_popularity = {
				ideology = ruler
				popularity = 0.05
			}
			custom_effect_tooltip = WHT_adopt_denarius.tt
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] WHT_adopt_denarius exited"
			}
		}
	}
	focus = {
		id = wht_mormon_slaves
		icon = GFX_goal_NCN_Generic
		cost = 45
		x = 0
		y = 1
		prerequisite = {
			focus = wht_winds_change
		}
		relative_position_id = wht_winds_change
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_mormon_slaves entered"
			}
			add_popularity = {
				ideology = people
				popularity = 0.05
			}
			add_stability = 0.1
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_mormon_slaves exited"
			}
			add_equipment_to_stockpile = { 
			type = ballistic_equipment_1
			amount = 100
			producer = UTH
			}
			add_equipment_to_stockpile = { 
			type = support_equipment
			amount = 251
			producer = USA
			}
			add_equipment_to_stockpile = { 
			type = ballistic_fireteam_equipment_2
			amount = 74
			producer = UTH
			}
			
		}
	}
	focus = {
		id = wht_copper_mines
		icon = GFX_goal_generic_metal_focus
		cost = 30
		x = 2
		y = 1
		prerequisite = {
			focus = wht_mormon_slaves
		}
		relative_position_id = wht_mormon_slaves
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_copper_mines entered"
			}
			add_resource = {
				type = metal
				amount = 10
				state = 326
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_copper_mines exited"
			}
		}
	}


	focus = {
		id = wht_sell_animal_skins
		icon = GFX_goal_generic_creature_gecko
		cost = 30
		x = -2
		y = 1
		prerequisite = {
			focus = wht_mormon_slaves
		}
		relative_position_id = wht_mormon_slaves
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_sell_animal_skins entered"
			}
			set_temp_variable = {
				caps_to_add = 250
			}
			add_caps = yes
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_sell_animal_skins exited"
			}
		}
	}
	focus = {
		id = wht_welcome_traders
		icon = GFX_goal_generic_communcation_focus
		cost = 30
		prerequisite = {
			focus = wht_mormon_slaves
		}
		relative_position_id = wht_mormon_slaves
		x = 0
		y = 1
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_welcome_traders entered"
			}
			set_temp_variable = {
				caps_to_add = 100
			}
			add_caps = yes
			random_owned_controlled_state = {
				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
				}
			}
			random_owned_controlled_state = {
				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
				}
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_welcome_traders exited"
			}
		}
	}
	focus = {
		id = wht_good_book
		icon = GFX_goal_NCN_Mormon_Book
		cost = 45
		x = 0
		y = 1
		prerequisite = {
			focus = wht_welcome_traders
			focus = wht_sell_animal_skins
			focus = wht_copper_mines
		}
		available = {
			OR = {
				has_completed_focus = wht_welcome_traders
				has_completed_focus = wht_sell_animal_skins
			}
			OR = {
				has_completed_focus = wht_sell_animal_skins
				has_completed_focus = wht_copper_mines
			}
			OR = {
				has_completed_focus = wht_welcome_traders
				has_completed_focus = wht_copper_mines
			}
		}
		ai_will_do = {
  factor = 80
  }
		relative_position_id = wht_welcome_traders
		completion_reward = {
			add_ideas = literacy
			add_popularity = {
				ideology = people
				popularity = 0.05
			}
		}
	}
	focus = {
		id = wht_strong_arms_white_legs
		icon = GFX_goal_WHT_salt_upon
		cost = 45
		x = 10
		y = 1
		prerequisite = {
			focus = wht_winds_change
		}
		ai_will_do = {
		base = 40
		}
		relative_position_id = wht_winds_change
		completion_reward = {
			add_manpower = 591
			random_owned_controlled_state = {
			create_unit = {
				division = "name = \"Council's Raiders\" division_template = \"White Leg Warband\" start_experience_factor = 0.75"
				owner = WHT
		}
	}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_strong_arms_white_legs entered"
			}
			add_popularity = {
				ideology = elites
				popularity = 0.05
			}
			add_stability = 0.1
			custom_effect_tooltip = wht_strong_arms_white_legs_tt
			add_to_variable = {
				pantheon_loyalty_var = 0.05
			}
			add_to_variable = {
				pantheon_mood_var = 0.2
			}
			add_ideas = { WHT_Strong_arms }
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_strong_arms_white_legs exited"
			}
		}
	}
	focus = {
		id = wht_god_salt
		icon = GFX_goal_generic_food_focus
		cost = 30
		x = 2
		y = 1
		prerequisite = {
			focus = wht_strong_arms_white_legs
		}
		relative_position_id = wht_strong_arms_white_legs
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_god_salt entered"
			}
			add_ideas = god_of_salt
			custom_effect_tooltip = wht_strong_arms_white_legs_tt
			add_to_variable = {
				pantheon_loyalty_var = 0.05
			}
			add_to_variable = {
				pantheon_mood_var = 0.2
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_god_salt exited"
			}
		}
	}
	focus = {
		id = wht_god_lake
		icon = GFX_goal_NCN_Northern_Missionaries
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = wht_strong_arms_white_legs
		}
		ai_will_do = {
			factor = 10
		}
		relative_position_id = wht_strong_arms_white_legs
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_god_lake entered"
			}
			add_ideas = god_of_the_lake
			custom_effect_tooltip = wht_strong_arms_white_legs_tt
			add_to_variable = {
				pantheon_loyalty_var = 0.05
			}
			add_to_variable = {
				pantheon_mood_var = 0.2
			}
			if = {
				limit = { NCN = { exists = yes } }
				NCN = {
					add_to_variable = {
						ncn_threat = 2
					}
					custom_effect_tooltip = ncn_gain_2_threat
					update_ncn_threat = yes
				}
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_god_lake exited"
			}
		}
	}
	focus = {
		id = wht_god_sky
		icon = GFX_goal_generic_airplane
		cost = 30
		x = -2
		y = 1
		prerequisite = {
			focus = wht_strong_arms_white_legs
		}
		relative_position_id = wht_strong_arms_white_legs
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_god_sky entered"
			}
			add_ideas = god_of_sky
			NCN = {
					add_to_variable = {
						ncn_threat = 2
					}
					custom_effect_tooltip = ncn_gain_2_threat
					update_ncn_threat = yes
				}
		}
	}
	focus = {
		id = wht_the_city_slickers
		icon = GFX_goal_generic_war_focus
		cost = 45
		x = 2
		y = 1
		available = {
			ai_has_no_other_wars_or_wargoals = yes
		}
		prerequisite = {
			focus = wht_slave_raiding
			focus = wht_sell_animal_skins
		}
		bypass = {
			FRI = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		allow_branch = {
			has_global_flag = WHT_status_broken_global_flag
		}
		ai_will_do = {
			factor = 10
		}
		will_lead_to_war_with = FRI
		relative_position_id = wht_slave_raiding
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_the_city_slickers entered"
			}
			FRI = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			if = {
				limit = { NCN = { exists = yes } }
				custom_effect_tooltip = ncn_gain_2_threat_on_declare
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_the_city_slickers exited"
			}
		}
	}
	focus = {
		id = wht_god_old
		icon = GFX_goal_wht_helmet
		cost = 45
		x = -1
		y = 1
		prerequisite = {
			focus = wht_god_sky
			focus = wht_god_lake
			focus = wht_god_salt
		}
		available = {
			OR = {
				has_completed_focus = wht_god_sky
				has_completed_focus = wht_god_lake
			}
			OR = {
				has_completed_focus = wht_god_sky
				has_completed_focus = wht_god_salt
			}
			OR = {
				has_completed_focus = wht_god_salt
				has_completed_focus = wht_god_lake
			}
		}
		ai_will_do = {
		factor = 60
		}
		relative_position_id = wht_god_lake
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_god_old entered"
			}
			add_popularity = {
				ideology = elites
				popularity = 0.1
			}
			add_war_support = 0.05
			add_manpower = 750
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_god_old exited"
			}
		add_to_variable = { wht_ai_focus_aggressive_factor = 0.10 }
		add_to_variable = { wht_infantry_attack_factor = 0.02 }
		force_update_dynamic_modifier = yes }
	}
	focus = {
		id = WHT_caps
		icon = GFX_goal_bottlecap
		cost = 45
		x = 1
		y = 1
		prerequisite = {
			focus = wht_god_sky
			focus = wht_god_lake
			focus = wht_god_salt
		}
		available = {
			NOT = {
				has_completed_focus = WHT_adopt_denarius
			}
		}
		relative_position_id = wht_god_lake
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] WHT_caps entered"
			}
			add_stability = -0.025
			set_temp_variable = {
				caps_to_add = 200
			}
			add_caps = yes
			add_political_power = 75
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] WHT_caps exited"
			}
		}
	}
	focus = {
		id = wht_clock_breaking
		icon = GFX_goal_generic_alarm_clock
		cost = 30
		x = 0
		y = 2
		prerequisite = {
			focus = wht_god_old
			focus = wht_guns_from_legion
			focus = wht_good_book
		}
		prerequisite = {
			focus = wht_bone_breakers
			focus = wht_sappers
		}
		relative_position_id = wht_good_book
		available = {
			date > 2276.3.1
		}
		
		ai_will_do = {
			base = 160
			modifier = {
				factor = 320
				date > 2276.4.1
			}
			modifier = {
				factor = 4000 
				date > 2276.6.1
			}
		}
		# bypass = {
		#		CLK = {
		#			all_core_land_owned_by_prev_sphere = yes
		#		}
		# }

		will_lead_to_war_with = CLK
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_clock_breaking entered"
			}
			CLK = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			if = {
				limit = { NCN = { exists = yes } }
				custom_effect_tooltip = ncn_gain_8_threat_on_declare
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_clock_breaking exited"
			}
		add_threat = 5
		add_manpower = 1000
	}
}
	
	focus = {
		id = wht_adopt_clock
		icon = GFX_goal_generic_generic_diplomatic_focus
		cost = 45
		x = 2
		y = 1
		prerequisite = {
			focus = wht_clock_breaking
		}
		available = {
			#owns_state = 496
			CLK = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		mutually_exclusive = {
			focus = wht_send_clock_to_flagstaff
		}
		mutually_exclusive = {
			focus = wht_break_clock
		}
		ai_will_do = {
		base = 40 }
		relative_position_id = wht_clock_breaking
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_adopt_clock entered"
			}
			add_popularity = {
				ideology = people
				popularity = 0.05
			}
			add_stability = 0.05
			random_owned_controlled_state = {
				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
				}
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_adopt_clock exited"
			}
		}
	}
	focus = {
		id = wht_send_clock_to_flagstaff
		icon = GFX_goal_CES_diplomatic
		cost = 40
		x = 0
		y = 1
		prerequisite = {
			focus = wht_clock_breaking
		}
		mutually_exclusive = {
			focus = wht_break_clock
		}
		mutually_exclusive = {
			focus = wht_adopt_clock
		}
		ai_will_do = {
			modifier = {
				factor = 4000
				WHT_has_ai_behavior_legion = yes
			}
		}
		available = {
			CES = {
				exists = yes
				is_subject = no
			}
			#owns_state = 496
			CLK = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		relative_position_id = wht_clock_breaking
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_send_clock_to_flagstaff entered"
			}
			add_tech_bonus = {
				bonus = 0.4
				uses = 2
				category = infantry_weapons_tech_category
			}
			NCN = {
				add_to_variable = {
					ncn_threat = 4
				}
				custom_effect_tooltip = ncn_gain_4_threat
				update_ncn_threat = yes
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_send_clock_to_flagstaff exited"
			}
		}
	}
	focus = {
		id = wht_break_clock
		icon = GFX_goal_generic_brass_knuckles
		cost = 40
		x = -2
		y = 1
		prerequisite = {
			focus = wht_clock_breaking
		}
		ai_will_do = {
		base = 40 }
		mutually_exclusive = {
			focus = wht_send_clock_to_flagstaff
		}
		mutually_exclusive = {
			focus = wht_adopt_clock
		}
		available = {
			#owns_state = 496
			CLK = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		relative_position_id = wht_clock_breaking
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_break_clock entered"
			}
			496 = {
				add_resource = {
					type = metal
					amount = 6
				}
				add_resource = {
					type = composites
					amount = 3
				}
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName]	wht_break_clock exited"
			}
			NCN = {
				add_to_variable = {
					ncn_threat = 8
				}
				custom_effect_tooltip = ncn_gain_8_threat
				update_ncn_threat = yes
			}
		}
	}
focus = {
		id = wht_clock_silenced
		icon = GFX_goal_generic_data_focus
		cost = 40
		x = 2
		y = 1
		prerequisite = {
			focus = wht_break_clock
			focus = wht_send_clock_to_flagstaff
			focus = wht_adopt_clock
		}
		available = {
			owns_state = 496
		}
		ai_will_do = {
		base = 80
			modifier = {
				factor = 4000
				Date > 2277.6.6
				}
			}
		relative_position_id = wht_break_clock
		completion_reward = {
			add_country_leader_trait = 
				WHT_timestop
			496 = {
				add_core_of = WHT
			}
			set_temp_variable = {
				caps_to_add = 100
			}
			add_caps = yes
			random_owned_controlled_state = {
				create_unit = {
				division = "name = \"Maker's end\" division_template = \"White Leg Warband\" start_experience_factor = 0.75"
				owner = WHT
		}
		}
	}
}
	focus = {
		id = wht_tar_walking
		icon = GFX_goal_generic_flamer_focus
		cost = 30
		x = 0
		y = 1
		prerequisite = {
		focus = wht_clock_silenced
		}
		relative_position_id = wht_clock_silenced
		available = {
			ai_has_no_other_wars_or_wargoals = yes
		}
		ai_will_do = {
		base = 160
			modifier = {
				factor = 4000
				Date > 2277.6.6
				}
			}
			
		Available = { Date > 2276.12.1 }
		# bypass = {
		#		TAR = {
		#			all_core_land_owned_by_prev_sphere = yes
		#		}
		# } 

		will_lead_to_war_with = TAR
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_tar_walking entered"
			}
			TAR = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			if = {
				limit = { NCN = { exists = yes } }
				custom_effect_tooltip = ncn_gain_10_threat_on_declare
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] wht_tar_walking exited"
			}
		
			add_threat = 3
			add_timed_idea = { idea = Wht_idea_2nd_test days = 365 }
			add_manpower = 1000
		}
	}
	
	focus = {
		id = wht_bone_breakers
		icon = GFX_goal_generic_sledgehammers
		cost = 40
		x = -1
		y = 1
	
		prerequisite = {
			focus = wht_good_book
			focus = wht_guns_from_legion
		}
	ai_will_do = {
		factor = 40
		}
		relative_position_id = wht_good_book
		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = tribal_tech_category
			}
		}
	}
	focus = {
		id = wht_sappers
		icon = GFX_goal_generic_artillery
		cost = 40
		x = 1
		y = 1
		prerequisite = {
			focus = wht_god_old
			focus = wht_good_book
		}
		ai_will_do = {
		factor = 40
		}
		relative_position_id = wht_good_book
		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = support_dog_tech_category
			}
		}
	}
	focus = {
		id = wht_enslave_tar
		icon = GFX_goal_BRK_enslave_the_opposition
		cost = 40
		x = -2
		y = 1
		prerequisite = {
			focus = wht_tar_walking
		}
		ai_will_do = {
			modifier = {
				factor = 4000
				WHT_has_ai_behavior_legion = yes
			}
		}
		mutually_exclusive = {
			focus = wht_lords_tar
		}
		mutually_exclusive = {
			focus = wht_wives_tar
		}
		available = {
			#owns_state = 138
			TAR = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		relative_position_id = wht_tar_walking
		completion_reward = {
			set_temp_variable = {
				caps_to_add = 200
			}
			add_caps = yes
			NCN = {
				add_to_variable = {
					ncn_threat = 8
				}
				custom_effect_tooltip = ncn_gain_8_threat
				update_ncn_threat = yes
			}
		}
	}
	focus = {
		id = wht_lords_tar
		icon = GFX_goal_generic_food_focus
		cost = 40
		x = 2
		y = 1
		prerequisite = {
			focus = wht_tar_walking
		}
		available = {
			#owns_state = 138
			TAR = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		ai_will_do = {
			modifier = {
				factor = 4000
				WHT_has_ai_behavior_mormon = yes
			}
		}
		ai_will_do = {
		factor = 160
		}
		mutually_exclusive = {
			focus = wht_enslave_tar
		}
		mutually_exclusive = {
			focus = wht_wives_tar
		}
		relative_position_id = wht_tar_walking
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					is_valid_state_for_2_civilian_factories = yes
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = wht_wives_tar
		icon = GFX_goal_BRK_wife_strength
		cost = 40
		x = 0
		y = 1
		mutually_exclusive = {
			focus = wht_lords_tar
		}
		mutually_exclusive = {
			focus = wht_enslave_tar
		}
		available = {
			#owns_state = 138
			TAR = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		ai_will_do = {
			modifier = {
				factor = 4000
				WHT_has_ai_behavior_monster = yes
			}
		}
		prerequisite = {
			focus = wht_tar_walking
		}
		relative_position_id = wht_tar_walking
		ai_will_do = {
		base = 160
		}
		completion_reward = {
			add_tech_bonus = {
				name = agri_development
				bonus = 0.5
				uses = 2
				category = industry
			}
			NCN = {
				add_to_variable = {
					ncn_threat = 4
				}
				custom_effect_tooltip = ncn_gain_4_threat
				update_ncn_threat = yes
			}
		}
	}
	
	focus = {
		id = wht_tar_stuck
		icon = GFX_goal_fallout_tool
		cost = 40
		x = 0
		y = 1
		prerequisite = {
			focus = wht_lords_tar
			focus = wht_enslave_tar
			focus = wht_wives_tar
		}
			ai_will_do = {
		base = 320
		}
		available = {
			owns_state = 138
		}
		ai_will_do = {
			factor = 4000
		}
		relative_position_id = wht_wives_tar
		completion_reward = {
			138 = {
				add_core_of = WHT
			}
			set_temp_variable = {
				caps_to_add = 200
			}
			add_caps = yes
			add_country_leader_trait = WHT_Tar_Burnger
						random_owned_controlled_state = {
				create_unit = {
				division = "name = \"Tar enslavers\" division_template = \"White Leg Warband\" start_experience_factor = 0.75"
				owner = WHT
		}
	}
		random_owned_controlled_state = {
				create_unit = {
				division = "name = \"The Heat\" division_template = \"White Leg Warband\" start_experience_factor = 0.75"
				owner = WHT
		}
			}
		}
	}
	
	focus = {
		id = wht_eighties_negotiation
		text = wht_eighties_negotiation_switch
		icon = GFX_goal_generic_war_focus
		cost = 40
		x = 0
		y = 1
		ai_will_do = {
		base = 4000
			}
		dynamic = yes
		available = {
			if = {
				limit = {
					has_global_flag = EHT_status_broken_global_flag
				}
				has_completed_focus = wht_clock_breaking
			}
		}
		bypass = {
			if = {
				limit = {
					has_global_flag = EHT_status_broken_global_flag
				}
				NOE = {
					all_core_land_owned_by_prev_sphere = yes
				}
			}
			else = {
				EHT = { exists = no }
			}
		}
		ai_will_do = {
			factor = 4000
		}
		prerequisite = {
			focus = wht_lords_tar
			focus = wht_enslave_tar
			focus = wht_wives_tar
		}
		will_lead_to_war_with = NOE
		relative_position_id = wht_tar_stuck
		prerequisite = { focus = wht_tar_stuck }
		completion_reward = {
			if = {
				limit = {
					has_global_flag = EHT_status_broken_global_flag
				}
				NOE = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				if = {
					limit = { NCN = { exists = yes } }
					custom_effect_tooltip = ncn_gain_8_threat_on_declare
				}
			}
			else = {
				country_event = nf_whitelegs.6
				NCN = {
					add_to_variable = {
						ncn_threat = 4
					}
					custom_effect_tooltip = ncn_gain_4_threat
					update_ncn_threat = yes
				}
			}
		}
	}
	focus = {
		id = wht_envelop_ncn
		icon = GFX_goal_NCN_Mormon_Book
		cost = 40
		x = 2
		y = 1
		prerequisite = {
			focus = wht_eighties_negotiation
		}
		available = {
			is_subject = no
			is_neighbor_of = NCN
			is_neighbor_of = CRZ
			ai_has_no_other_wars_or_wargoals = yes
			date > 2277.9.1
		}
		ai_will_do = {
			# Strongly encourage the White Legs to take out CRZ if they haven't been
			# guaranteed by New Canaan yet.
			base = 40
			modifier = {
				factor = 2
				NOT = {
					NCN = { has_guaranteed = CRZ }
				}
			}
			modifier = {
				factor = 10
				NOT = {
					NCN = { has_completed_focus = NCN_fortify_south }
				}
			}
		}
		relative_position_id = wht_eighties_negotiation
		will_lead_to_war_with = CRZ
		completion_reward = {
			CRZ = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			if = {
				limit = { NCN = { exists = yes } }
				custom_effect_tooltip = ncn_gain_10_threat_on_declare
			add_manpower = 1200
		}
			if = {
				limit = { CRZ = { is_puppet_of = WHT 
				}
			}
		NCN = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}
}

	focus = {
		id = wht_betray_eighties
		icon = GFX_goal_80
		cost = 40
		x = -2
		y = 1
		prerequisite = {
			focus = wht_eighties_negotiation
		}
		allow_branch = {
			has_global_flag = EHT_status_default_global_flag
		}
		available = {
			EHT = {
				exists = yes
				NOT = { is_subject_of = ROOT }
				NOT = { is_in_faction_with = ROOT }
			}
		} 
		bypass = {
			if = {
				limit = {
					has_global_flag = NCN_status_default_global_flag
				}
				EHT = {
					all_core_land_owned_by_prev_sphere = yes
				}
			}
		}
		ai_will_do = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					EHT = {
						EHT_has_ai_behavior_legs = yes
					}
					AND = {
						EHT = {
							is_ai = no
							OR = {
								AND = {
									has_completed_focus = EHT_ally_white_legs
									NOT = {
										has_completed_focus = EHT_preparing_the_war_trails
									}
								}
								AND = {
									NOT = {
										has_completed_focus = EHT_preparing_the_war_trails
									}
									NOT = {
										has_completed_focus = EHT_ally_mormons
									}
									NOT = {
										has_completed_focus = EHT_second_nevada_road_war
									}
								}
							}
						}
					}
				}
			}
		}
		will_lead_to_war_with = EHT
		relative_position_id = wht_eighties_negotiation
		completion_reward = {
			custom_effect_tooltip = wht_betray_eighties_tt
			EHT = {
				country_event = { id = nf_whitelegs.17 days = 1 }
			}
		}
	}

	focus = {
		id = wht_attack_mormons
		icon = GFX_goal_wht_burn_salt_lake_city
		cost = 40
		x = 0
		y = 1
		prerequisite = {
			focus = wht_eighties_negotiation
		}
		available = {
			ai_has_no_other_wars_or_wargoals = yes
			date > 2277.6.1
		}
		bypass = {
		OR = {
			if = {
				limit = {
					has_global_flag = NCN_status_broken_global_flag
				}
				BRI = {
					all_core_land_owned_by_prev_sphere = yes
				}
				FAR = {
					all_core_land_owned_by_prev_sphere = yes
				}
			}
			else = {
				NCN = {
					all_core_land_owned_by_prev_sphere = yes
				}
			}
			controls_state = 551
		}
	}
		ai_will_do = {
			base = 4000
			modifier = {
				if = {
					limit = {
						NOT = { has_completed_focus = wht_envelop_ncn }
						CRZ = {
							exists = yes
							NOT = { is_subject_of = ROOT }
							NOT = { is_in_faction_with = ROOT }
						}
						NOT = {
							NCN = {
								OR = {
									has_guaranteed = CRZ
									is_in_faction_with = CRZ
								}
							}
						}
					}
				}
				else = {
					set_temp_variable = { focus_factor = 10 }
				}
				factor = focus_factor
			}
		}
		will_lead_to_war_with = BRI
		will_lead_to_war_with = FAR
		will_lead_to_war_with = NCN
		relative_position_id = wht_eighties_negotiation
		completion_reward = {
			if = {
				limit = {
					has_global_flag = NCN_status_broken_global_flag
				}
				if = {
					limit = {
						BRI = {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
					}
					BRI = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				}
				if = {
					limit = {
						FAR = {
							NOT = { all_core_land_owned_by_prev_sphere = yes }
						}
					}
					FAR = {
						ROOT = {
							grant_wargoals_on_core_states_of_prev = yes
						}
					}
				}
			}
			else = {
				NCN = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
			}
			add_timed_idea = { idea = WHT_CHALLANGE days = 365 }
			add_manpower = 3000
		}
	}
	focus = {
		id = wht_attack_mormons_ferocity
		icon = GFX_goal_generic_deathclaw
		cost = 30
		x = 1
		y = 1
		prerequisite = {
			focus = wht_attack_mormons
		}
		mutually_exclusive = {
			focus = wht_attack_mormons_compassion
		}
			ai_will_do = {
			factor = 320
		}
		relative_position_id = wht_attack_mormons
		completion_reward = {
			every_owned_state = {
				limit = {
					is_utah_state = yes
				}
				add_resistance = -20
			}
		}
	}
	focus = {
		id = wht_attack_mormons_compassion
		icon = GFX_goal_generic_radaway
		cost = 30
		x = -1
		y = 1
		prerequisite = {
			focus = wht_attack_mormons
		}
		mutually_exclusive = {
			focus = wht_attack_mormons_ferocity
		}
		relative_position_id = wht_attack_mormons
		ai_will_do = {
			factor = 320
		}
		completion_reward = {
			every_owned_state = {
				limit = {
					is_utah_state = yes
				}
				add_compliance = 20
			}
		}
	}
	focus = {
		id = wht_coronation_of_the_brute
		icon = GFX_goal_generic_mountain_fortress
		cost = 30
		x = -1
		y = 3
		prerequisite = {
			focus = wht_attack_mormons_ferocity
			focus = wht_attack_mormons_compassion
		}
		available = {
			owns_state = 551
		}
		relative_position_id = wht_attack_mormons_ferocity
		ai_will_do = {
			factor = 4000
		}
		completion_reward = {
			551 = {
				add_core_of = WHT
			}
			country_event = nf_whitelegs.13
		}
	}
	focus = {
		#Military - Navy
		id = wht_legs_navy
		icon = GFX_goal_generic_wooden_ship
		ai_will_do = {
			factor = 1
		}
		relative_position_id = wht_coronation_of_the_brute
		prerequisite = {
			focus = wht_coronation_of_the_brute
		}
		x = 3
		y = 1
		cost = 40
		available = {
			any_owned_state = {
				is_coastal = yes
			}
		}
		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
				}
			}
			add_doctrine_cost_reduction = {
				name = naval_doctrine_bonus
				cost_reduction = 0.5
				uses = 2
				category = cat_naval_doctrine
			}
		}
	}
	focus = {
		id = wht_lessons_from_raiding_rivers
		icon = GFX_goal_ARM_reynosa_dockyard_renovations
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = wht_legs_navy
		}
		relative_position_id = wht_legs_navy
		completion_reward = {
			add_doctrine_cost_reduction = {
				name = naval_doctrine_bonus
				cost_reduction = 0.5
				uses = 2
				category = cat_naval_doctrine
			}
			navy_experience = 50
		}
	}
	focus = {
		#Military - Taxes
		id = wht_legs_regularize_tithes
		icon = GFX_goal_NEW_Caps_for_Loyalty
		ai_will_do = {
			factor = 1
		}
		relative_position_id = wht_coronation_of_the_brute
		prerequisite = {
			focus = wht_coronation_of_the_brute
		}
		x = 1
		y = 1
		cost = 40
		completion_reward = {
			random_owned_state = {
				limit = {
					is_valid_state_for_2_civilian_factories = yes
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}
	focus = {
		#Military - Taxes
		id = wht_parliament
		icon = GFX_goal_RRG_radio_broadcast
		ai_will_do = {
			factor = 1
		}
		relative_position_id = wht_legs_regularize_tithes
		prerequisite = {
			focus = wht_legs_regularize_tithes
		}
		x = 0
		y = 1
		cost = 40
		completion_reward = {
			country_event = {
				id = nf_whitelegs.28
			}
		}
	}
	focus = {
		# Settling
		id = wht_settle_lands
		icon = GFX_goal_generic_food_focus
		ai_will_do = {
			factor = 1
		}
		relative_position_id = wht_coronation_of_the_brute
		prerequisite = {
			focus = wht_coronation_of_the_brute
		}
		x = -1
		y = 1
		cost = 40
		completion_reward = {
			add_ideas = WHT_settling_down
		}
	}
	focus = {
		# Settling
		id = wht_tenant_farmers
		icon = GFX_KHA_focus_slave_2
		ai_will_do = {
			factor = 1
		}
		relative_position_id = wht_settle_lands
		prerequisite = {
			focus = wht_settle_lands
		}
		x = 0
		y = 1
		cost = 40
		completion_reward = {
			add_ideas = WHT_tenant_farmers
		}
	}
	focus = {
		# Standing Army 1
		id = wht_standing_army_1
		icon = GFX_goal_sling_shot
		ai_will_do = {
			factor = 1
		}
		relative_position_id = wht_coronation_of_the_brute
		prerequisite = {
			focus = wht_coronation_of_the_brute
		}
		x = -3
		y = 1
		cost = 40
		completion_reward = {
			army_experience = 100
		}
	}
	focus = {
		# Standing Army 1
		id = wht_standing_army_2
		icon = GFX_goal_power_fist
		ai_will_do = {
			factor = 1
		}
		relative_position_id = wht_standing_army_1
		prerequisite = {
			focus = wht_standing_army_1
		}
		x = 0
		y = 1
		cost = 40
		completion_reward = {
			add_ideas = WHT_standing_army
		}
	}
	focus = {
		#  Utah
		id = wht_chiefs_of_utah
		icon = GFX_goal_NCN_Kingdom_of_God
		ai_will_do = {
			factor = 1
		}
		relative_position_id = wht_standing_army_2
		prerequisite = {
			focus = wht_standing_army_2
			focus = wht_tenant_farmers
			focus = wht_parliament
			focus = wht_lessons_from_raiding_rivers
		}
		x = 3
		y = 2
		cost = 40
		completion_reward = {
			custom_effect_tooltip = wht_chiefs_of_utah_tt
			every_state = {
				limit = {
					is_utah_state = yes
				}
				add_claim_by = WHT
			}
		}
	}
	focus = {
		id = WHT_friend_legion
		icon = GFX_KHA_focus_befriend_legion
		cost = 30
		x = 15
		y = 25

			mutually_exclusive = {
			focus = WHT_insult_the_legion
		}

		available = {
			CES = {
				exists = yes
				is_subject = no
			}
			ruler > 0.25
			NOT = {
				has_country_flag = legion_crushed
				is_subject_of = NCN
			}
			date > 2279.1.1
		}
		ai_will_do = {
			base = 80
			modifier = {
				factor = 0
				NOT = {
					OR = {
						AND = {
							has_completed_focus = wht_clock_silenced
							has_completed_focus = wht_tar_stuck
						}
						AND = {
							OR = {
								has_completed_focus = wht_clock_breaking
								has_completed_focus = wht_tar_walking
							}
							has_completed_focus = wht_sappers
							has_completed_focus = wht_bone_breakers
							has_completed_focus = wht_scavenge_ruins
							has_completed_focus = wht_learn_to_drink
						}
					}
				}
			}
			modifier = {
				factor = 10
				has_global_flag = WHT_ai_behavior_legion_global_flag
			}
			modifier = {
				factor = 0.1
				OR = {
					has_global_flag = WHT_ai_behavior_claws_global_flag
					has_global_flag = WHT_ai_behavior_mormon_global_flag
				}
			}
		}
		completion_reward = {
			add_political_power = 100
			add_to_tech_sharing_group = legion_research_pact
			add_manpower = 500
		}
	}

		focus = {
		id = WHT_insult_the_legion
		icon = GFX_goal_CES_protect_the_bull
		cost = 60
		x = 5
		y = 0
		mutually_exclusive = {
			focus = WHT_friend_legion
		}
		relative_position_id = WHT_friend_legion
		available = {
			date > 2277.1.1
			if = {
				limit = {
					caesars_legion_exists = yes
				}
				NOT = { has_country_flag = accepted_petition }
			}
		}
		ai_will_do = {
			modifier = {
				factor = 0
				has_global_flag = WHT_ai_behavior_legion_global_flag
			}
			modifier = {
				factor = 0.1
				OR = {
					has_global_flag = WHT_ai_behavior_claws_global_flag
					has_global_flag = WHT_ai_behavior_mormon_global_flag
				}
			}
		}
		completion_reward = {
			add_war_support = 0.10
			add_opinion_modifier = {
				modifier = WHT_insult_the_legion
				target = CES
			}
			CES = {
				add_opinion_modifier = {
					modifier = WHT_insult_the_legion
					target = WHT
				}
			}
			NCR = {
				add_opinion_modifier = {
					modifier = WHT_insult_the_legion_positive
					target = WHT
				}
			}
			ORO = {
				add_opinion_modifier = {
					modifier = WHT_insult_the_legion_positive
					target = WHT
				}
			}
		}
	}

	focus = {
		id = WHT_ulysses
		icon = GFX_goal_WHT_ulysses
		cost = 30
		x = -2
		y = 1
		prerequisite = {
			focus = WHT_friend_legion
		}
		relative_position_id = WHT_friend_legion
		available = {
			CES = {
				exists = yes
				is_subject = no
			}
			if = {
				limit = {
					is_ai = no
				}
				ruler > 0.2
			}
			NOT = {
				has_country_flag = legion_crushed
			}
		}
		bypass = {
			owns_state = 551
		}
		completion_reward = {
			unlock_decision_tooltip = white_legs_recruit_ulysses
		}
	}
	focus = {
		id = WHT_legion_support
		icon = GFX_goal_revolver
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = WHT_ulysses
		}
		relative_position_id = WHT_ulysses
		available = {
			CES = {
				exists = yes
				is_subject = no
			}
			if = {
				limit = {
					is_ai = no
				}
				ruler > 0.25
			}
			NOT = {
				has_country_flag = legion_crushed
			}
		}
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					is_valid_state_for_3_civilian_factories = yes
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = WHT_braid_hair
		icon = GFX_goal_CES_centurion
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = WHT_legion_support
		}
		relative_position_id = WHT_legion_support
		available = {
			CES = {
				exists = yes
				is_subject = no
			}
			if = {
				limit = {
					is_ai = no
				}
				ruler > 0.3
			}
			NOT = {
				has_country_flag = legion_crushed
			}
		}
		completion_reward = {
			add_political_power = 100
			add_war_support = 0.05
		}
	}
	focus = {
		id = WHT_legion_training
		icon = GFX_goal_CES_burning_blade
		cost = 30
		x = 2
		y = 1
		prerequisite = {
			focus = WHT_friend_legion
		}
		relative_position_id = WHT_friend_legion
		available = {
			CES = {
				exists = yes
				is_subject = no
			}
			if = {
				limit = {
					is_ai = no
				}
				ruler > 0.2
			}
			NOT = {
				has_country_flag = legion_crushed
			}
		}
		completion_reward = {
			add_popularity = {
				ideology = ruler
				popularity = 0.05
			}
			add_ideas = WHT_legion_training_idea
		}
	}
	focus = {
		id = WHT_arms_depots
		icon = GFX_goal_generic_supplies_focus
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = WHT_legion_training
		}
		relative_position_id = WHT_legion_training
		available = {
			CES = {
				exists = yes
				is_subject = no
			}
			if = {
				limit = {
					is_ai = no
				}
				ruler > 0.3
			}
			NOT = {
				has_country_flag = legion_crushed
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = raider_ballistic_bonus
				bonus = 0.25
				uses = 1
				category = ballistic_weaponry_tech_category
			}
			country_event = nf_whitelegs.4
		}
	}
	focus = {
		id = WHT_send_youth_flagstaff
		icon = GFX_goal_CES_praetorian_guard
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = WHT_arms_depots
		}
		relative_position_id = WHT_arms_depots
		available = {
			CES = {
				exists = yes
				is_subject = no
			}
			if = {
				limit = {
					is_ai = no
				}
				ruler > 0.35
			}
			NOT = {
				has_country_flag = legion_crushed
			}
		}
		completion_reward = {
			add_popularity = {
				ideology = ruler
				popularity = 0.05
			}
			add_tech_bonus = {
				name = military_advances
				bonus = 0.5
				uses = 2
				category = cat_land_doctrine
			}
		}
	}
	focus = {
		id = WHT_our_new_master
		icon = GFX_goal_CES_ces_lucius
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = WHT_braid_hair
		}
		prerequisite = {
			focus = WHT_send_youth_flagstaff
		}
		available = {
			if = {
				limit = {
					is_ai = no
				}
				ruler > 0.4
			}
			CES = {
				exists = yes
				is_subject = no
			}
			
			has_completed_focus = wht_chiefs_of_utah
			NOT = {
				has_completed_focus = WHT_deathclaw_mounts_world
				has_completed_focus = WHT_laws
			}
			NOT = {
				has_country_flag = legion_crushed
			}
			NOT = {
				ROOT = { is_subject_of = NCN }
			}
			NCN = {
				exists = no
			}
			WHT = {
				is_subject = no
			}
		}
		
		relative_position_id = WHT_send_youth_flagstaff
		completion_reward = {
			add_popularity = {
				ideology = ruler
				popularity = 0.05
			}
			country_event = {
				id = nf_whitelegs.15
			}
		}
	}
	focus = {
		id = WHT_happy_trails_caravan
		icon = GFX_goal_brahmin_cart
		cost = 30
		x = 35
		y = 25
			mutually_exclusive = {
			focus = WHT_continue_caravan_raids
		}
		available = {
			date > 2279.1.1
			Or = {
				is_subject_of = NCN
				has_country_leader = {
					name = "Balm-Upon-Wounds"
					ruling_only = yes
				}
				people > 0.15
			}
		}
		ai_will_do = {
		base = 40
			modifier = {
				factor = 0
				NOT = {
					OR = {
						AND = {
							has_completed_focus = wht_clock_silenced
							has_completed_focus = wht_tar_stuck
						}
						AND = {
							OR = {
								has_completed_focus = wht_clock_breaking
								has_completed_focus = wht_tar_walking
							}
							has_completed_focus = wht_sappers
							has_completed_focus = wht_bone_breakers
							has_completed_focus = wht_scavenge_ruins
							has_completed_focus = wht_learn_to_drink
						}
					}
				}
			}
			modifier = {
				factor = 10
				has_global_flag = WHT_ai_behavior_mormon_global_flag
			}
			modifier = {
				factor = 0.1
				OR = {
					has_global_flag = WHT_ai_behavior_legion_global_flag
					has_global_flag = WHT_ai_behavior_mormon_global_flag
				}
			}
		}
		completion_reward = {
			add_political_power = 100
			add_popularity = {
				ideology = people
				popularity = 0.05
			}
		}
	}

		focus = {
		id = WHT_continue_caravan_raids
		icon = GFX_goal_NCN_45_Auto_Pistol
		cost = 60
		x = -5
		y = 0
		available = {
			date > 2277.1.1
			people < 0.15
		}
		mutually_exclusive = {
			focus = WHT_happy_trails_caravan
		}
		relative_position_id = WHT_happy_trails_caravan
		ai_will_do = {
			modifier = {
				factor = 0
				has_global_flag = WHT_ai_behavior_mormon_global_flag
			}
			modifier = {
				factor = 0.1
				OR = {
					has_global_flag = WHT_ai_behavior_legion_global_flag
					has_global_flag = WHT_ai_behavior_mormon_global_flag
				}
			}
		}
		completion_reward = {
			custom_effect_tooltip = enables_the_ransack_coring_mechanic
			set_country_flag = allow_ransack_states_non_raider
		}
	}

	focus = {
		id = WHT_tater_farming
		icon = GFX_goal_generic_food_focus
		cost = 30
		x = -2
		y = 1
		prerequisite = {
			focus = WHT_happy_trails_caravan
		}
		relative_position_id = WHT_happy_trails_caravan
		available = {
			if = {
				limit = {
					is_ai = no
				}
				people > 0.3
			}
		}
		completion_reward = {
			set_temp_variable = {
				caps_to_add = 400
			}
			add_caps = yes
		}
	}
	focus = {
		id = WHT_safe_travels
		icon = GFX_goal_NEW_Caps_for_Loyalty
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = WHT_tater_farming
		}
		relative_position_id = WHT_tater_farming
		available = {
			if = {
				limit = {
					is_ai = no
				}
				people > 0.3
			}
		}
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					infrastructure < 9
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					infrastructure < 9
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					infrastructure < 9
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					infrastructure < 9
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			set_temp_variable = {
				caps_to_add = 200
			}
			add_caps = yes
		}
	}
	focus = {
		id = WHT_restart_mines
		icon = GFX_goal_generic_metal_focus
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = WHT_safe_travels
		}
		relative_position_id = WHT_safe_travels
		available = {
			if = {
				limit = {
					is_ai = no
				}
				people > 0.35
			}
		}
		completion_reward = {
			373 = {
				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
					}
				}
				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 = metal
					amount = 15
				}
			}
		}
	}
	focus = {
		id = WHT_mormons_convert_warriors
		icon = GFX_goal_NCN_moroni
		cost = 30
		x = 2
		y = 1
		prerequisite = {
			focus = WHT_happy_trails_caravan
		}
		relative_position_id = WHT_happy_trails_caravan
		available = {
			if = {
				limit = {
					is_ai = no
				}
				people > 0.3
			}
		}
		completion_reward = {
			if = {
				limit = {
					is_in_tech_sharing_group = legion_research_pact
				}
				remove_from_tech_sharing_group = legion_research_pact
			}
			add_ideas = WHT_mormon_soldiers_idea
		}
	}
	focus = {
		id = WHT_mormons_ban_drugs
		icon = GFX_goal_NEW_Jet_Beta_is_finished
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = WHT_mormons_convert_warriors
		}
		relative_position_id = WHT_mormons_convert_warriors
		available = {
			if = {
				limit = {
					is_ai = no
				}
				people > 0.35
			}
		}
		completion_reward = {
			set_country_flag = bans_drugs
			if = {
				limit = {
					has_idea = chems_legalised
				}
				swap_ideas = {
					remove_idea = chems_legalised
					add_idea = chems_banned
				}
			}
			custom_effect_tooltip = WHT_mormons_ban_drugs_tt
			set_temp_variable = {
				caps_to_add = 200
			}
			add_caps = yes
		}
	}
	focus = {
		id = WHT_mormon_temple
		icon = GFX_goal_NCN_generic_SLC_Temple
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = WHT_mormons_ban_drugs
		}
		relative_position_id = WHT_mormons_ban_drugs
		available = {
			if = {
				limit = {
					is_ai = no
				}
				people > 0.4
			}
		}
		completion_reward = {
			add_popularity = {
				ideology = people
				popularity = 0.05
			}
			add_ideas = ncn_idea_divine_guidance_restored
		}
	}
	focus = {
		id = WHT_laws
		icon = GFX_goal_NCN_The_Promise_of_Paradise_Eternal
		cost = 30
		x = -2
		y = 1
		prerequisite = {
			focus = WHT_mormon_temple
			focus = WHT_restart_mines
		}
		mutually_exclusive = {
			focus = WHT_kneel_before_the_dark_pyramid
		}
		relative_position_id = WHT_mormon_temple
		available = {
			if = {
				limit = {
					is_ai = no
				}
				people > 0.4
			}
			has_completed_focus = wht_chiefs_of_utah
			NOT = {
				has_completed_focus = WHT_our_new_master
				has_completed_focus = WHT_deathclaw_mounts_world
			}
		}
		completion_reward = {
			country_event = nf_whitelegs.14
			every_state = {
				limit = {
					is_core_of = NCN
				}
				add_core_of = WHT
			}
		}
	}
	#### Elites###
	focus = {
		id = WHT_upheaval
		icon = GFX_goal_WHT_salt_upon
		cost = 30
		x = 25
		y = 25
		available = {
			date > 2279.1.1
			elites > 0.25
			NOT = { is_subject_of = NCN }
			}
		ai_will_do = {
			modifier = {
				factor = 0
				NOT = {
					OR = {
						AND = {
							has_completed_focus = wht_clock_silenced
							has_completed_focus = wht_tar_stuck
						}
						AND = {
							has_offensive_war = yes
							OR = {
								has_completed_focus = wht_clock_breaking
								has_completed_focus = wht_tar_walking
								AND = {
									has_global_flag = EHT_status_broken_global_flag
									has_completed_focus = wht_the_city_slickers
								}
							}
							has_completed_focus = wht_sappers
							has_completed_focus = wht_bone_breakers
							has_completed_focus = wht_scavenge_ruins
							has_completed_focus = wht_learn_to_drink
						}
					}
				}
			}
			modifier = {
				factor = 10
				has_global_flag = WHT_ai_behavior_claws_global_flag
			}
			modifier = {
				factor = 0.1
				OR = {
					has_global_flag = WHT_ai_behavior_legion_global_flag
					has_global_flag = WHT_ai_behavior_mormon_global_flag
				}
			}
		}
		completion_reward = {
			add_political_power = 100
			add_popularity = {
				ideology = elites
				popularity = 0.05
			}
		}
	}
	focus = {
		id = WHT_strong_spears
		icon = GFX_KHA_focus_treaty_2_orange
		cost = 30
		x = 2
		y = 1
		prerequisite = {
			focus = WHT_upheaval
		}
		relative_position_id = WHT_upheaval
		available = {
			if = {
				limit = {
					is_ai = no
				}
				elites > 0.3
			}
		}
		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = melee_weaponry_tech_category
			}
		}
	}
	focus = {
		id = WHT_new_warriors
		icon = GFX_goal_generic_land_doctrines_focus
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = WHT_strong_spears
		}
		relative_position_id = WHT_strong_spears
		available = {
			if = {
				limit = {
					is_ai = no
				}
				elites > 0.3
			}
		}
		completion_reward = {
			hidden_effect = {
				load_oob = WHT_foreign_mercenaries
			}
			custom_effect_tooltip = WHT_new_warriors_tt
		}
	}
	focus = {
		id = WHT_brahmin_horn_formation
		icon = GFX_goal_generic_common_firearms_focus
		cost = 30
		x = -2
		y = 1
		prerequisite = {
			focus = WHT_upheaval
		}
		relative_position_id = WHT_upheaval
		available = {
			if = {
				limit = {
					is_ai = no
				}
				elites > 0.3
			}
		}
		completion_reward = {
			add_ideas = brahmin_horn_formation
		}
	}
	focus = {
		id = WHT_speak_english
		icon = GFX_KHA_focus_treaty_2_orange
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = WHT_new_warriors
		}
		relative_position_id = WHT_new_warriors
		available = {
			if = {
				limit = {
					is_ai = no
				}
				elites > 0.35
			}
		}
		completion_reward = {
			add_popularity = {
				ideology = elites
				popularity = 0.05
			}
			add_tech_bonus = {
				bonus = 0.3
				uses = 3
				category = industry
			}
		}
	}
	focus = {
		id = WHT_mastery_trade_routes
		icon = GFX_KHA_focus_slave_trade_own_ruler
		cost = 30
		x = 4
		y = 2
		prerequisite = {
	
			focus = WHT_speak_english
			focus = WHT_restart_mines
		}
		relative_position_id = WHT_speak_english
		available = {
			OR = {
				has_tech = specialized_industry_tech_2
				has_tech = generalized_industry_tech_2
			}
		}
		completion_reward = {
			random_owned_state = {
				limit = {
					is_valid_state_for_4_civilian_factories = yes
				}
				add_extra_state_shared_building_slots = 4
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
			if = {
				limit = {
					has_tech = specialized_industry_tech_2
				}
				set_technology = {
					specialized_industry_tech_3 = 1
				}
			}
			if = {
				limit = {
					has_tech = generalized_industry_tech_2
				}
				set_technology = {
					generalized_industry_tech_3 = 1
				}
			}
		}
	}
	focus = {
		id = WHT_youth_apprentices
		icon = GFX_goal_generic_military_industry_focus
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = WHT_brahmin_horn_formation
		}
		relative_position_id = WHT_brahmin_horn_formation
		available = {
			if = {
				limit = {
					is_ai = no
				}
				elites > 0.35
			}
		}
		completion_reward = {
			add_ideas = pain_makers
		}
	}
	focus = {
		id = WHT_explosives
		icon = GFX_goal_generic_artillery
		cost = 30
		x = 0
		y = 1
		prerequisite = {
			focus = WHT_youth_apprentices
		}
		relative_position_id = WHT_youth_apprentices
		available = {
			if = {
				limit = {
					is_ai = no
				}
				elites > 0.35
			}
		}
		completion_reward = {
			if = {
				limit = {
					has_tech = demolitions_weaponry_tech
				}
				add_equipment_to_stockpile = {
					type = demolitions_equipment
					amount = 500
					producer = WHT
				}
			}
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = support_demolitions_tech_category
			}
		}
	}
	focus = {
		id = WHT_more_guns
		icon = GFX_goal_tribal_generic
		cost = 30
		x = -3
		y = 1
		prerequisite = {
			focus = WHT_explosives
			focus = WHT_send_youth_flagstaff
		}
		relative_position_id = WHT_explosives
		available = {
			OR = {
				has_tech = explosive_demolitions_weaponry_tech_2
				has_tech = flamer_demolitions_weaponry_tech_2
			}
		}
		completion_reward = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] gentribal_deathpowder entered"
			}
			if = {
				limit = {
					has_tech = flamer_demolitions_weaponry_tech_2
				}
				set_technology = {
					flamer_demolitions_weaponry_tech_3 = 1
				}
			}
			if = {
				limit = {
					has_tech = explosive_demolitions_weaponry_tech_2
				}
				set_technology = {
					explosive_demolitions_weaponry_tech_3 = 1
				}
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] gentribal_deathpowder exited"
			}
		}
	}
	focus = {
		id = WHT_deathclaw_mounts_world
		icon = GFX_goal_generic_deathclaw
		cost = 30
		x = 2
		y = 1
		prerequisite = {
			focus = WHT_explosives
		}
		prerequisite = {
			focus = WHT_speak_english
		}

			mutually_exclusive = {
			focus = WHT_kneel_before_the_dark_pyramid
		}
		relative_position_id = WHT_explosives
		available = {
			has_completed_focus = wht_chiefs_of_utah
			NOT = {
				has_completed_focus = WHT_our_new_master
				has_completed_focus = WHT_laws
				NCN = { exists = yes }
	 }
			
			if = {
				limit = {
					is_ai = no
				}
				elites > 0.35
			}
		}
		
		completion_reward = {
			set_technology = {
				dog_infantry_tech = 3
			}
			set_cosmetic_tag = WHT_tribal
			swap_ideas = {
				remove_idea = WHT_savages
				add_idea = WHT_savages2
			}
			add_corps_commander_role = {
				character = WHT_tears_in_the_rain
				traits = {
					agile_trait
				}
				skill = 5
				attack_skill = 5
				defense_skill = 3
				planning_skill = 2
				logistics_skill = 2
				legacy_id = -1
			}
		}
	}
	
	focus = {
		#  Further Goals
		id = wht_knock_on_heavens_gate
		icon = GFX_goal_generic_state_idaho
		relative_position_id = WHT_deathclaw_mounts_world
		prerequisite = {
			focus = WHT_deathclaw_mounts_world
			focus = WHT_our_new_master
			focus = WHT_laws
		}
		available = {
			has_completed_focus = wht_chiefs_of_utah
			num_of_controlled_states > 30
			NCN = { exists = no }
	 }
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		x = -2
		y = 2
		cost = 30
		completion_reward = {
			custom_effect_tooltip = wht_idaho_tt
			hidden_effect = {
				every_state = {
					limit = {
						OR = {
							region = 4
							region = 33
							region = 10
							region = 41
						}
					}
					add_claim_by = ROOT
				}
			}
		}
	}
	focus = {
		id = wht_dominion_over_utah
		icon = GFX_focus_generic_self_management
		relative_position_id = WHT_deathclaw_mounts_world
		prerequisite = {
			focus = WHT_deathclaw_mounts_world
			focus = WHT_our_new_master
			focus = WHT_laws
		}
		available = {
			num_of_controlled_states > 30
		has_completed_focus = wht_chiefs_of_utah
		 NCN = { exists = no }
	 }
		ai_will_do = {
			factor = 5
		}
		x = 0
		y = 2
		cost = 30
		completion_reward = {
			custom_effect_tooltip = wht_dominion_utah_tt
			hidden_effect = {
				every_state = {
					limit = {
						is_utah_state = yes
					}
					set_variable = {
						coring_cost_targeted_state_factor@WHT = -0.25
					}
				}
			}
		}
	}
	focus = {
		id = wht_conquer_colorado
		icon = GFX_goal_generic_state_colorado
		relative_position_id = WHT_deathclaw_mounts_world
		prerequisite = {
			focus = WHT_deathclaw_mounts_world
			focus = WHT_our_new_master
			focus = WHT_laws
		}
		available = {
			num_of_controlled_states > 30
		}
		 available = { NCN = { exists = no }
		 has_completed_focus = wht_chiefs_of_utah
	 }
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		x = 2
		y = 2
		cost = 30
		completion_reward = {
			custom_effect_tooltip = wht_colorado_tt
			hidden_effect = {
				every_state = {
					limit = {
						OR = {
							#region = 6
							region = 42
							region = 43
							region = 44
						}
					}
					add_claim_by = ROOT
				}
			}
		}
	}
#### Expansion
			focus = {
			id = wht_slave_fodder
			icon = GFX_goal_generic_slave_collars
			relative_position_id = wht_training_caesar
			prerequisite = { focus = wht_training_caesar }
			x = -1
			y = 1
			cost = 30
			completion_reward = { add_manpower = 1000
		add_popularity = {
				ideology = ruler
				popularity = 0.05
			}
			NCN = {
				add_to_variable = {
					ncn_threat = 4
				}
				custom_effect_tooltip = ncn_gain_4_threat }
		}
		search_filters = { 	FOCUS_FILTER_MANPOWER }
	}
	
	focus = {
			id = wht_militia_foce
			icon = GFX_goal_PLS_Embrace_Raider_Ways
			relative_position_id = wht_sell_animal_skins
			prerequisite = { focus = wht_sell_animal_skins }
			x = -2
			y = 1
			cost = 30
			completion_reward = { 
			random_owned_controlled_state = {
				create_unit = {
				division = "name = \"White Leg New Guns\" division_template = \"White Leg Initiates\" start_experience_factor = 0.6"
				owner = WHT
		}
	}
				random_owned_controlled_state = {
				create_unit = {
				division = "name = \"White Leg Young hunters\" division_template = \"White Leg Initiates\" start_experience_factor = 0.6"
				owner = WHT
			}
		}
		add_popularity = {
				ideology = people
				popularity = 0.05
				}
			add_equipment_to_stockpile = {
			type = ballistic_equipment_1 
			amount = 123
			producer = UTH 
			}
			add_equipment_to_stockpile = {
			type = support_equipment
			amount = 253
			producer = USA 
			}
			add_equipment_to_stockpile = {
			type = melee_equipment_2
			amount = 90
			producer = USA 
			}
			
				
				NCN = {
				add_to_variable = {
					ncn_threat = 2
				}
				custom_effect_tooltip = ncn_gain_2_threat
					update_ncn_threat = yes
		}
	}
	search_filters = { 	FOCUS_FILTER_MANPOWER }
}

			focus = {
			id = WHT_TRIBAL_growth
			icon = GFX_goal_big_mt_higgs_village
			relative_position_id = wht_sell_animal_skins
			prerequisite = { focus = wht_sell_animal_skins }
			x = 0
			y = 1
			cost = 30
			completion_reward = {
			add_popularity = {
				ideology = people
				popularity = 0.05
				}
				random_owned_controlled_state = {
				set_temp_variable = {
						pop_add = 342
						}
						add_state_population = yes
				add_extra_state_shared_building_slots = 1
				}
				random_owned_controlled_state = {
				set_temp_variable = {
						pop_add = 412
						}
						add_state_population = yes
				add_extra_state_shared_building_slots = 1
				}
				random_owned_controlled_state = {
				set_temp_variable = {
						pop_add = 589
						}
						add_state_population = yes
				add_extra_state_shared_building_slots = 1
				}
				random_owned_controlled_state = {
				set_temp_variable = {
						pop_add = 672
						}
						add_state_population = yes
				add_extra_state_shared_building_slots = 1
				}
			}
		}
				focus = {
		id = wht_all_weapon_options
		 icon = GFX_goal_generic_esp_knife
		 cost = 30
		 relative_position_id = wht_bone_breakers
		 prerequisite = { focus = wht_bone_breakers }
		 x = -1
		 y = 1
		 completion_reward = {
		 set_technology = { melee_weaponry_tech_2 = 1}
		 set_technology = { ballistic_weaponry_tech_1 = 1 }
	
		Add_equipment_to_stockpile = {
		type = infantry_equipment 
		amount = 200
		producer = WHT
		}
		add_equipment_to_stockpile = {
		type = melee_equipment_1 
		amount = 200
		producer = WHT
		}
	}
}

				focus = {
		id = wht_tricks
		 icon = GFX_goal_goal_card_tricks
		 cost = 30
		 relative_position_id = wht_sappers
		 prerequisite = { focus = wht_sappers }
		 x = 1
		 y = 1
		 completion_reward ={
		 add_tech_bonus = {
				bonus = 0.33
				uses = 3
				category = tribal_tech_category
			}
			set_technology = { wht_defensive_traps = 1 }
			every_unit_leader = {
				add_planning = 1
				}
			
		}
	}


	
				focus = {
				id = wht_eagle_valley_resvoir
				icon = GFX_focus_generic_hydroelectric_energy
				relative_position_id = wht_copper_mines
				prerequisite = { focus = wht_copper_mines }
				x = 0
				y = 1
				cost = 30
				completion_reward = { 
				add_resource = {
				type = water
				amount = 6
				state = 326
				}
				add_resource = {
				type = energy
				amount = 6
				state = 326
				}
				326 = {
				add_manpower = 750 
				}
				add_stability = 0.05
				}
			}
				

			focus = {
				id = wht_pizza_robotics
				icon = GFX_goal_generic_robots_focus
				relative_position_id = wht_copper_mines
				prerequisite = { focus = wht_copper_mines }
				x = 2
				y = 1
				cost = 30
				completion_reward = { 
			
				add_resource = {
				type = metal
				amount = 2
				state = 326
				}
				add_resource = {
				type = circuitry
				amount = 3
				state = 326
				}
				add_resource = {
				type = composites
				amount = 5
				state = 326
				}
				add_resource = {
				type = advanced
				amount = 5
				state = 326
				}
				add_equipment_to_stockpile = {
				type = support_robot_equipment
				amount = 30
				producer = usa 
				}
				
			}
		}
		focus = {
		id = wht_salt_meat
		icon = GFX_goal_PLS_Brahmin_Ally
		cost = 30
		relative_position_id = wht_god_salt
		prerequisite = { focus = wht_god_salt }
		x = 1
		y = 1
		completion_reward = {
		add_ideas = wht_idea_salt_meat                 
			326 = { set_temp_variable = {
					pop_add = 500
				}
					add_resource = {
				type = water
				amount = 3
			}
		}
			random_owned_controlled_state = {
			add_manpower = 500 }
			random_owned_controlled_state = {
			add_resource = {
				type = water
				amount = 3 
				}
				
				}
				set_temp_variable = {
				caps_to_add = 50
			}
			add_caps = yes
		}
		}
	
	
		focus = {
		id = wht_copy_legion_production
		icon = GFX_goal_CES_workshop
		cost = 30
		relative_position_id = wht_slave_raiding
		prerequisite = { focus = wht_slave_raiding }
		x = 1
		y = 1
		completion_reward = {
		72  = { add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
					204 = { add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
		}

		focus = {
		id = wht_sky_gift
		icon = GFX_focus_usa_escort_fighters
		cost = 30
		relative_position_id = wht_god_sky
		prerequisite = { focus = wht_god_sky }
		ai_will_do = {
			factor = 20
		}
		x = -1
		y = 1
		completion_reward = { set_technology = { glider_tech = 1 }
			set_technology = { payload_glider_tech = 1 }
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = tribal_tech_category
			}
					}
		}
		
		focus = {
		id = wht_centralized_planning
		icon = GFX_KHA_focus_propose_plan
		cost = 30
		prerequisite = {
			focus = wht_winds_change
		}
		available = { has_completed_focus = wht_glories_caeasar }
		relative_position_id = wht_winds_change
		x = -12
		y = 1
		completion_reward = { 
		326 = { add_extra_state_shared_building_slots = 4
			
			}
		add_to_variable = {  WHT_max_command_power = 15 }
		add_to_variable = { WHT_max_planning_factor = 0.05 }
		add_to_variable = { WHT_army_attack_factor = 0.02 }
		add_to_variable = {  WHT_consumer_goods_factor = -0.01 }
		custom_effect_tooltip = wht_Centralized_planning_tt
			force_update_dynamic_modifier = yes
		}
	}
	
	focus = {
		id = wht_paying_ceaser
		icon = GFX_goal_CES_Industry_TS_Money
		cost = 30
		prerequisite = {
			focus = wht_guns_from_legion
		}
		available = { 
				OR = {
					has_country_flag = accepted_petition
					 has_country_flag = WHT_CES_AID }
					 }
		available = { has_completed_focus = WHT_adopt_denarius }
		relative_position_id = wht_guns_from_legion
		x = 0
		y = 1
		completion_reward = { 
		 custom_effect_tooltip = wht_dec_cat_pay_unto_ceaser }
	}
			focus = {
			id = wht_darktura
			icon = GFX_goal_food_bitter_drink
			cost = 30
			prerequisite = { focus = wht_winds_change }
			relative_position_id = wht_winds_change 
			x = 12
			y = 1
			available = { has_completed_focus = wht_strong_arms_white_legs }
			completion_reward = { 
			add_ideas = { wht_idea_dark }
			}
		}
		
		focus = { 
		id = wht_blessings_of_the_gods
		icon = GFX_goal_TTM_Temple
		cost = 30
		relative_position_id = wht_god_old
		prerequisite = { focus = wht_god_old }
		search_filters = { FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_IDEAS }
		x = 0
		y = 1
		completion_reward = {
		 add_war_support = 0.05
		 add_stability = 0.05
		 add_political_power = 250
		 add_ideas = { wht_idea_gods_blessing }
		add_to_variable = { wht_ai_focus_aggressive_factor = 0.10 }
		add_to_variable = { wht_offence = 0.01 }
		force_update_dynamic_modifier = yes 
			NCN = {
				add_to_variable = {
					ncn_threat = 2
				}
				custom_effect_tooltip = ncn_gain_2_threat
					update_ncn_threat = yes
		}
		
		}
	}
		
					focus = {
		 id = wht_warroiors
		 icon = GFX_goal_WHT_girl
		 cost = 30
		 relative_position_id = wht_winds_change
		 prerequisite = { focus = wht_winds_change }
		 x = -7
		 y = 1
		 completion_reward = { 	
				326 = {
				create_unit = {
				division = "name = \"Azure Warband\" division_template = \"White Leg Warband\" start_experience_factor = 0.75"
				owner = WHT
		}
	}
				72 = {
				create_unit = {
				division = "name = \"Devil Warband\" division_template = \"White Leg Warband\" start_experience_factor = 0.75"
				owner = WHT
			}
		}
		random_owned_controlled_state = {
				create_unit = {
				division = "name = \"Cry-Some-More Warband\" division_template = \"White Leg Warband\" start_experience_factor = 0.75"
				owner = WHT
			}
		}
		 NCN = {
				add_to_variable = {
					ncn_threat = 2
				}
				custom_effect_tooltip = ncn_gain_2_threat
					update_ncn_threat = yes
		}
	}
		 
 }
		
		focus = {
		 id = wht_silver_mines
		 icon = GFX_goal_generic_metal_focus
		 cost = 30
		 relative_position_id = wht_winds_change
		 prerequisite = { focus = wht_winds_change }
		 x = 7
		 y = 1
		 completion_reward = {
			set_temp_variable = {
				caps_to_add = 150
			}
			add_caps = yes
		add_ideas = { WHT_SILVER_route }
		}
	}
	
		
		 focus = {
		 id = wht_clear
		 icon = GFX_goal_generic_large_scale_normal_industry_focus
		 cost = 30
		 relative_position_id = wht_scavenge_ruins
		 prerequisite = { focus = wht_scavenge_ruins }
		 x = 0
		 y = 1
		 completion_reward = { 
		 373 = { 
				add_extra_state_shared_building_slots = 2
					add_resource = {
						type = metal
						amount = 12
					}
				}
				581 = { 
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
				type = metal_generator
				level = 2
				instant_build = yes
				}
			}
		}
	}
	
		focus = {
		id = wht_survival
		icon = GFX_goal_generic_desert
		cost = 30
		relative_position_id = wht_learn_to_drink
		x = 0
		y = 1
		prerequisite = { focus = wht_learn_to_drink }
		completion_reward = { 
		add_tech_bonus = {
				bonus = 0.50
				uses = 1
				category = tribal_tech_category
				}
			add_ideas = { wht_survival_tendencies }
		
		}
	}
	
	focus = {
	id = wht_advancements
	icon = GFX_KHA_focus_research_focus
	cost = 30
	x = -5
	y = 1
	relative_position_id = wht_god_old
	prerequisite = { focus = wht_god_old
					focus = wht_good_book }
	completion_reward = {
			add_tech_bonus = {
				bonus = 0.33
				uses = 2
				category = tribal_tech_category
				}
			add_tech_bonus = {
				bonus = 0.33
				uses = 1
				category = electronics
				}
			add_manpower = 342
		}
	}
	
	focus = {
	id = wht_funds
	icon = GFX_icon_caps
	cost = 30
	x = 5
	y = 1
	relative_position_id = wht_guns_from_legion
	prerequisite = { focus = wht_guns_from_legion
					focus = wht_good_book }
	completion_reward = {
	add_political_power = 150
	set_temp_variable = {
				caps_to_add = 150
			}
			add_caps = yes
			add_manpower = 500
		}
	}
	
			
		focus = {
		id = wht_where_eagles_dare
		icon = GFX_goal_generic_creature_bald_eagle
		cost = 30
		prerequisite =  { focus = wht_clock_breaking }
		relative_position_id = wht_clock_breaking 
		available = { CLK = { exists = no } }
		x = 6
		y = 1
		completion_reward = { 
				add_equipment_to_stockpile = {
				type = fighter_equipment_1
				amount = 50
				producer = usa
				}
				add_equipment_to_stockpile = {
				type = payload_glider_equipment_1
				amount = 50
				producer = usa
				}
			}
		}
		
		focus = {
		id = wht_foraging_efforts
		icon = GFX_goal_generic_rifle_hunting
		cost = 30
		prerequisite =  { focus = wht_clock_breaking }
		relative_position_id = wht_clock_breaking 
		available = { CLK = { exists = no } }
		x = 8
		y = 1
		completion_reward = { 
				add_equipment_to_stockpile = {
				type = support_equipment 
				amount = 50
				producer = usa
				}
				add_equipment_to_stockpile = {
				type = ballistic_equipment_1
				amount = 50
				producer = usa
				}
				add_equipment_to_stockpile = {
				type = melee_equipment_2
				amount = 100
				producer = usa
			}
		
		add_to_variable = { wht_equipment_capture = 0.03 }
			add_to_variable = { wht_equipment_capture_factor  = 0.05 } 
			force_update_dynamic_modifier = yes
		}
	}
		
		focus = {
		id = wht_tribal_workshops
		icon = GFX_goal_generic_barn
		cost = 30
		prerequisite =  { focus = wht_where_eagles_dare }
		relative_position_id = wht_where_eagles_dare
		available = { CLK = { exists = no } }
		x = 0
		y = 1
		completion_reward = { 
		623 = {  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
					}
		}
		306 = {  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
					}
				}
				add_to_variable = { WHT_industrial_capacity_factory = 0.02 }
		add_to_variable = { WHT_production_speed_buildings_factor = 0.02 }
		add_to_variable = { WHT_consumer_goods_factor = -0.015 }
		 force_update_dynamic_modifier = yes
		 custom_effect_tooltip = WHT_tribal_workshops_tt
		}
	}
			
			focus = {
		id = wht_proof
		icon = GFX_goal_pal_we_won
		cost = 30
		prerequisite =  { focus = wht_clock_breaking }
		relative_position_id = wht_clock_breaking
		x = 4
		y = 1
				ai_will_do = {
			factor = 320
		}
		available = { CLK = { exists = no } } 
		completion_reward = { 
			add_manpower = 1200
			add_equipment_to_stockpile = {
			type = melee_equipment_1
			amount = 600
			producer = CES
			}
			add_equipment_to_stockpile = {
			type = spec_ops_equipment_1
			amount = 600
			producer = USA
			}
			add_equipment_to_stockpile = {
			type = support_equipment
			amount = 300
			producer = 131
			}
		}
		search_filters = { 	FOCUS_FILTER_MANPOWER }
	}
			focus = {
			id = wht_commanging_advisors
			icon = GFX_goal_NEW_Mercenary_Military
			cost = 30
			x = 0
			y = 1
			prerequisite = { focus = wht_proof }
			relative_position_id = wht_proof 
			completion_reward = {
			every_unit_leader = {
				add_planning = 1
			}
			army_experience = 30
		 }
			}
			
			focus = {
		id = wht_vulcan
		icon = GFX_goal_PLS_Cult_of_Vulcan
		cost = 30
		prerequisite =  { focus = wht_commanging_advisors }
		relative_position_id = wht_commanging_advisors
		available = { CLK = { exists = no } }
		available = { has_country_flag = accepted_petition 
					has_country_flag = WHT_CES_AID}
		x = 0
		y = 1
		completion_reward = { 
			add_offsite_building = {
				type = arms_factory 
				level = 3
				}
				add_offsite_building = {
				type = industrial_complex
				level = 2
					}
					add_popularity = {
				ideology = ruler
				popularity = 0.05
			}
				}
			}
		
		
	focus = {
	id = wht_heavy_guns
	icon = GFX_goal_generic_lmg_nv
	cost = 30
	relative_position_id = wht_clock_breaking
	prerequisite = { focus = wht_clock_breaking }
	available = { CLK = { exists = no } }
	available = { has_tech = fireteam_weaponry_tech }
	x = -4
	y = 1
	completion_reward = {
	set_technology = { ballistic_fireteam_weaponry_tech_2 = 1 }
	add_equipment_to_stockpile = {
		type = ballistic_fireteam_equipment_2
		amount = 100
		producer = USA }
		
		}
		}
		
	focus = {
	id = wht_thirst
	icon =  GFX_goal_generic_water
	cost = 30
	x = 0
	y = 1 
	relative_position_id = wht_heavy_guns
	prerequisite = { focus = wht_heavy_guns }
	completion_reward = { 
	add_war_support = 0.12
	 random_owned_state = {
	 add_resource = {
			type = water
				amount = 6
	 }
	 }
	 	 random_owned_state = {
	 add_resource= {
			type = water
				amount = 6
					}
							}
		}
	}
	
	focus = {
	id = wht_vault_weapons
	icon = GFX_goal_generic_vault_stash
	cost = 30
	x = 0
	y = 1
	relative_position_id = wht_thirst
	prerequisite = { focus = wht_thirst }
	completion_reward = { 
	add_equipment_to_stockpile = {
			type = Energy_equipment_2
			amount = 250
			producer = usa }
			add_equipment_to_stockpile = {
			type = Energy_equipment_2
			amount = 250
			producer = NEV }
			add_equipment_to_stockpile = {
			type = plasma_equipment_1 
			amount = 25
			producer = USA
		}
		add_equipment_to_stockpile = {
			type = gauss_equipment_2
			amount = 25
			producer = USA
		}
	}
}
	focus = {
		id = wht_vault_scrapping
		icon = GFX_goal_generic_vault_door_2
		cost = 30
		prerequisite =  { focus = wht_clock_breaking }
		relative_position_id = wht_clock_breaking 
		available = { CLK = { exists = no } }
		x = -6
		y = 1
		completion_reward = { 
			add_resource = {
				type = metal
				amount = 6
				state = 496 
				}
				add_resource = {
				type = composites
				amount = 5
				state = 496 
				}
				add_resource = {
				type = circuitry
				amount = 3
				state = 496 
				}
			}
		}
		
		focus = {
		id = wht_vault_dilema
		icon = GFX_KHA_focus_synthetic_opioids
		cost = 30
		prerequisite =  { focus = wht_clock_breaking }
		relative_position_id = wht_clock_breaking 
		available = { CLK = { exists = no } }
		x = -8
		y = 1
		completion_reward = {
		country_event = {
				id = nf_whitelegs.33
			}
		}
	}
			focus = {
		 id = wht_strength_respects
		 icon = GFX_goal_generic_power_armour_raider_3
		 cost = 30
		 relative_position_id = wht_vault_scrapping
		 prerequisite = { focus = wht_vault_scrapping }
		 x = 0
		 y = 1
		 completion_reward = { 	
				326 = {
				create_unit = {
				division = "name = \"Klatu Warband\" division_template = \"White Leg Warband\" start_experience_factor = 0.80"
				owner = WHT
		}
	}
				326 = {
				create_unit = {
				division = "name = \"Servior Warband\" division_template = \"White Leg Warband\" start_experience_factor = 0.80"
				owner = WHT
		}
	}
				72 = {
				create_unit = {
				division = "name = \"Nocti Warband\" division_template = \"White Leg Warband\" start_experience_factor = 0.80"
				owner = WHT
			}
		}
		 if = {
		limit = { has_idea = mutant_law_super }
		division_template ={
					name = "Salt's Supporters"
		regiments = {
		super_mutant_aux_infantry = { x = 0 y = 0 }
		super_mutant_aux_infantry = { x = 0 y = 1 }
		super_mutant_aux_infantry = { x = 0 y = 2 }
		super_mutant_aux_infantry = { x = 2 y = 0 }
		super_mutant_aux_infantry = { x = 1 y = 0 }
		super_mutant_aux_infantry = { x = 1 y = 1 }
		super_mutant_aux_infantry = { x = 1 y = 2 }
		super_mutant_aux_infantry = { x = 2 y = 1 }
	}
	is_locked = no
					priority = 1
		}
		random_owned_controlled_state = {
	create_unit = {
	 division = "name = \"Green Beasts\" division_template = \"Salt's Supporters\" start_experience_factor = 0.80"
				owner = WHT
			}
		}
		 random_owned_controlled_state = {
		 create_unit = {
	 division = "name = \"Worshippers of Salt\" division_template = \"Salt's Supporters\" start_experience_factor = 0.80"
				owner = WHT
			}
		 }
		}
		add_manpower = 850
	}
}
	
	focus = {
	id = wht_raid_sky_ravers
	icon = GFX_goal_generic_plasma_caster
	cost = 30
	x = -7
	y = 1
	relative_position_id = wht_tar_walking
	prerequisite = { focus = wht_tar_walking } 
	available =  {  TAR = { exists = no } }  
	ai_will_do = {
			factor = 40
		}
	completion_reward = { 
	add_equipment_to_stockpile = {
		type = energy_equipment_4
		amount = 50
		producer = USA
				}
		add_equipment_to_stockpile = {
		type = ballistic_equipment_3
		amount = 200
		producer = usa
			}
			add_equipment_to_stockpile = {
		type = energy_equipment_2
		amount = 100
		producer = UTH
				}
			
			add_equipment_to_stockpile = {
		type = ballistic_equipment_1
		amount = 500
		producer = SKY
			}
			add_equipment_to_stockpile = {
		type = ballistic_equipment_2
		amount = 300
		producer = SKY
			}
				add_equipment_to_stockpile = {
		type = energy_equipment_4
		amount = 100
		producer = NEV
				}
		}
		
	}
	
	focus = {
	id = wht_border_wars
	icon = GFX_KHA_focus_border_clashes
	cost = 30
	x = 4
	y = 1
	relative_position_id = wht_tar_walking
	prerequisite = { focus = wht_tar_walking }
		ai_will_do = {
			base = 160
		}
	completion_reward = { custom_effect_tooltip = wht_unlock_border_war_dec_cat
	add_manpower = 750
	add_political_power = 100
	add_threat = 5
	add_war_support = 0.15
		}
	}
	
		focus = {
	id = wht_frontline_workshops
	icon = GFX_goal_generic_workshop
	cost = 30
	x = -4
	y = 1
	relative_position_id = wht_tar_walking
	prerequisite = { focus = wht_tar_walking }
		ai_will_do = {
			base = 160
		}
	completion_reward = { 
	373 = {
	add_extra_state_shared_building_slots = 1
		add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
				204 = {
	add_extra_state_shared_building_slots = 1
		add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
						257 = {
	add_extra_state_shared_building_slots = 1
		add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
										257 = {
	add_extra_state_shared_building_slots = 1
		add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
												496 = {
	add_extra_state_shared_building_slots = 1
		add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
		}
		
	
	focus = {
	id = wht_anti_tank
	icon = GFX_goal_generic_rocket_launcher_classic
	cost = 30
	x = 7
	y = 1
	relative_position_id = wht_tar_walking
	prerequisite = { focus = wht_tar_walking }
	available = { TAR = { exists = no } }
	completion_reward = { 
		add_equipment_to_stockpile = {
		type = anti_tank_equipment_1
		amount = 250
		producer = usa
		}
		add_equipment_to_stockpile = {
		type = anti_tank_equipment_2
		amount = 125
		producer = usa
		}
		army_experience = 50
	}
}
		focus = {
	id = wht_tribal_loot
	icon = GFX_goal_generic_focus_spears
	cost = 30
	x = 9
	y = 1
	relative_position_id = wht_tar_walking
	prerequisite = { focus = wht_tar_walking }
	available = { TAR = { exists = no } }
	completion_reward = {
		add_equipment_to_stockpile = {
		type = melee_equipment_2 
		amount = 300
		producer = UTH
		}
			add_equipment_to_stockpile = {
		type = melee_equipment_4 
		amount = 150
		producer = UTH
		}
			add_equipment_to_stockpile = {
		type = melee_equipment_1 
		amount = 500
		producer = UTH
		}
		add_equipment_to_stockpile = {
		type = melee_equipment_3 
		amount = 250
		producer = UTH
		}
		add_equipment_to_stockpile = {
		type = spec_ops_equipment_1
		amount = 250
		producer = USA
		}
		add_equipment_to_stockpile = {
		type = spec_ops_equipment_1
		amount = 250
		producer = USA
		}
		add_war_support = 0.075
		army_experience = 45
		
		
		
	}
}
	focus = {
	id = wht_might_makes_right
		 icon = GFX_goal_generic_swords
		 cost = 30
		 relative_position_id = wht_tribal_loot
		 prerequisite = { focus = wht_tribal_loot }
		 x = 0
		 y = 1
		 completion_reward = { 	
				random_owned_state = {
				create_unit = {
				division = "name = \"Morti Warband\" division_template = \"White Leg Warband\" start_experience_factor = 0.80"
				owner = WHT
		}
	}
				random_owned_controlled_state = {
				create_unit = {
				division = "name = \"Servior Warband\" division_template = \"White Leg Warband\" start_experience_factor = 0.80"
				owner = WHT
		}
	}
				random_owned_controlled_state = {
				create_unit = {
				division = "name = \"Nocti Warband\" division_template = \"White Leg Warband\" start_experience_factor = 0.80"
				owner = WHT
			}
		}
		add_manpower = 900
		if = {
		limit = { has_completed_focus =  wht_honor_guard }
		capital_scope = {
		create_unit = {
				division = "name = \"Womb's Bodyguard\" division_template = \"Salt's Honor Guard\" start_experience_factor = 0.90"
				owner = WHT
			}
		}
		add_manpower = 450
		}
	}
}
	
	focus = {
	id = wht_tar_feather
	icon = GFX_goal_CES_crucifixion
	cost = 30
	x = 0
	y = 1
	relative_position_id = wht_raid_sky_ravers
	prerequisite = { focus = wht_raid_sky_ravers }
	completion_reward = { 
	add_ideas = { wht_tar_resiesters }
	add_political_power = 100
	}
	}
	
	focus = {
	id = wht_use_tar_for_weapons
	icon = GFX_goal_generic_pipe_weapons_focus
	cost = 30
	x = 0
	y = 1
	relative_position_id = wht_tar_feather
	prerequisite = { focus = wht_tar_feather }
	completion_reward = { 	
	add_tech_bonus = {
				bonus = 0.23
				uses = 3
				category = tribal_tech_category
			}
			add_ideas = { wht_tar_weapons }
		}
	}
	
	focus = {
	id = wht_improve_poison
	icon = GFX_goal_wht_poison
	cost = 30
	x = -9
	y = 1
	relative_position_id = wht_tar_walking
	prerequisite = { focus = wht_tar_walking } 
	available =  {  TAR = { exists = no } }  
	completion_reward = { 
	set_technology = { wht_improved_darktura = 1 }
	
			}
		}
		
		focus = {
		id = wht_sell_off
		 icon = GFX_goal_CES_JL_slave
		 cost = 30
		 relative_position_id = wht_improve_poison
		 prerequisite = { focus = wht_improve_poison }
		 x = 0
		 y = 1
		 completion_reward = {
		 set_temp_variable = {
				caps_to_add = 300
			}
			add_caps = yes
			random_owned_controlled_state = { 
			limit = { NOT = { is_core_of = WHT } }
			add_manpower = -1250 }
			random_owned_controlled_state = { 
			limit = { NOT = { is_core_of = WHT } }
			add_manpower = -1250 }
		
	}
}
		
		focus = {
		id = wht_slave_collar
		icon = GFX_goal_enc_slave_labour_collars
		cost = 30
		x = 0 
		y = 1
		relative_position_id = wht_anti_tank
		prerequisite = { focus = wht_anti_tank }
		search_filters = { 	FOCUS_FILTER_INDUSTRY }
		completion_reward = {
		add_war_support = 0.10
		add_stability = 0.05
		add_equipment_to_stockpile = {
		type = heavy_infantry_equipment_1
		amount = 500
		producer = CES
		}
		random_owned_controlled_state = {
				limit = {
					is_valid_state_for_civilian_factory = yes
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		add_to_variable = { WHT_industrial_capacity_factory = 0.03 }
		add_to_variable = { WHT_production_speed_buildings_factor = 0.04 }
		add_to_variable = { WHT_production_factory_efficiency_gain_factor = 0.02 }
		 force_update_dynamic_modifier = yes
		 custom_effect_tooltip = WHT_Slave_collar_tt
		}
	}
	
		focus = {
	id = wht_accidental_drop_off
	icon = GFX_goal_CES_Support
	cost = 30
	x = 0
	y = 1
	relative_position_id = wht_slave_collar
	prerequisite = { focus = wht_slave_collar  }
	available = { has_country_flag = WHT_CES_AID 
					has_country_flag = accepted_petition }
	completion_reward = { 
	add_manpower = 2400 
		add_equipment_to_stockpile = {
		type = infantry_equipment 
		amount = 1200
		producer = CES
		}
		add_equipment_to_stockpile = {
		type = melee_equipment_1 
		amount = 1200
		producer = CES
			}
		add_equipment_to_stockpile = {
		type = ballistic_equipment_1
		amount = 600
		producer = CES
			}
		add_equipment_to_stockpile = {
		type = ballistic_equipment_2
		amount = 300
		producer = CES
			}
			add_popularity = {
				ideology = ruler
				popularity = 0.05
			}
		}
		
	}

focus = {
	id = wht_honors_to_warriors
	icon = GFX_goal_generic_medal
	cost = 30
	x = 11
	y = 1
	relative_position_id = wht_tar_walking
	prerequisite = { focus = wht_tar_walking }
	available = { TAR = { exists = no } }
	completion_reward = { 
	random_country_division = {
	add_history_entry = {
					key = "This unit has been recognised or exquisite service."
					subject = "Division Honor"
					allow = yes
				}
				hidden_effect = {
				add_unit_medal_to_latest_entry = {
					unit_medals = neutral_sword
				}										
			}
		}
			random_country_division = {
		add_history_entry = {
					key = "This unit has been recognized or exquisite service."
					subject = "Division Honor"
					allow = yes
				}
				hidden_effect = {
				add_unit_medal_to_latest_entry = {
					unit_medals = neutral_sword
				}										
			}
		}
		random_country_division = {
		add_history_entry = {
					key = "This unit has been recognized or exquisite service."
					subject = "Division Honor"
					allow = yes
				}
				hidden_effect = {
				add_unit_medal_to_latest_entry = {
					unit_medals = neutral_sword
				}										
			}
		}
	}
}

focus = {
	id = wht_legends_grow
	icon = GFX_goal_pal_exploit_countryside
	cost = 30
	x = -11
	y = 1
	relative_position_id = wht_tar_walking
	prerequisite = { focus = wht_tar_walking }
	available = { TAR = { exists = no } }
	ai_will_do = { base = 320 }
	completion_reward = { 
	add_manpower = 2400
	add_war_support = 0.10
	326 = {
		add_manpower = 500
		add_extra_state_shared_building_slots = 1
		}
	}
	search_filters = { 	FOCUS_FILTER_MANPOWER }
}
	
	focus = {
		id = wht_cruel_war
		icon = GFX_goal_generic_bloody_sacrifice
		cost = 30
		x = -8 
		y = 1
		relative_position_id = wht_attack_mormons
		prerequisite = { focus = wht_attack_mormons }
		completion_reward = {
		add_war_support = 0.10
		add_stability = 0.05
		add_equipment_to_stockpile = {
		type = heavy_infantry_equipment_1
		amount = 500
		producer = usa
		}
		
		}
		search_filters = { 	FOCUS_FILTER_MANPOWER }
	}
	
	focus = {
		id = wht_total_war
		icon = GFX_goal_BRK_drums_of_war
		cost = 30
		x = -10
		y = 1
		relative_position_id = wht_attack_mormons
		prerequisite = { focus = wht_attack_mormons }
		completion_reward = {
		every_unit_leader = {
					gain_xp = 25
					}
					army_experience = 50
			add_manpower = 2000
			add_war_support = 0.125
			add_ideas = war_economy 
		}
	}
	
	focus = {
		id = wht_scrap_pile_weapons
		icon = GFX_goal_han_scrap_heap_weapons
		cost = 30
		x = 0
		y = 1
		relative_position_id = wht_cruel_war
		prerequisite = { focus = wht_cruel_war }
		completion_reward = { 
		add_equipment_to_stockpile = {
		type = infantry_equipment 
		amount = 600
		producer = WHT 
		}
			add_equipment_to_stockpile = {
		type = ballistic_equipment_2 
		amount = 100
		producer = UTH
		}
		add_equipment_to_stockpile = {
		type = ballistic_equipment_1
		amount = 300
		producer = UTH
		}
		add_to_variable = { wht_equipment_capture = 0.07 }
		add_to_variable = { wht_equipment_capture_factor = 0.07 }
			force_update_dynamic_modifier = yes
			custom_effect_tooltip = wht_scrap_piles_tt
		}
	}
		
			
	focus = {
	id = wht_the_final_test
	icon = GFX_goal_NCN_By_The_Sword_And_The_Cross
		cost = 30
		ai_will_do = {
		factor = 320
		}
		x = 8 
		y = 1
		relative_position_id = wht_attack_mormons
		prerequisite = { focus = wht_attack_mormons }
		completion_reward = {
			add_manpower = 3600
			add_war_support = 0.10
			add_stability = 0.05
	}
}

		focus = {
	id = wht_the_Great_warchief
	icon = GFX_goal_native_american_headdress
		cost = 30
		x =  10
		y = 1
		relative_position_id = wht_attack_mormons
		prerequisite = { focus = wht_attack_mormons }
		completion_reward = {
		random_owned_state = {
				create_unit = {
				division = "name = \"Klatu Warband\" division_template = \"White Leg Warband\" start_experience_factor = 0.80"
				owner = WHT
		}
	}
	random_owned_state = {
				create_unit = {
				division = "name = \"Nicta Warband\" division_template = \"White Leg Warband\" start_experience_factor = 0.60"
				owner = WHT
		}
	}
	random_owned_state = {
				create_unit = {
				division = "name = \"Murt her Warband\" division_template = \"White Leg Warband\" start_experience_factor = 0.80"
				owner = WHT
		}
	}
		if = { 
			limit = { has_completed_focus = wht_bone_breaker_infantry }
			random_owned_state = {
					create_unit = {
						division = "name = \"Crow warband\" division_template = \"Bone Breakers\" start_experience_factor = 0.5 start_equipment_factor = 1.0"
						owner = PREV
					}
				}
				random_owned_state = {
					create_unit = {
						division = "name = \"Slug'deths Guard \" division_template = \"Bone Breakers\" start_experience_factor = 0.5 start_equipment_factor = 1.0"
						owner = PREV
					}
				}
			}
			
			if = {
			limit = { has_completed_focus = wht_light_bringers }
			random_owned_state = {
					create_unit = {
						division = "name = \"NaNo's own\" division_template = \"Light Bringers\" start_experience_factor = 0.4 start_equipment_factor = 1.0"
						owner = PREV
					}
				}
				random_owned_state = {
					create_unit = {
						division = "name = \"RSunests\" division_template = \"Light Bringers\" start_experience_factor = 0.4 start_equipment_factor = 1.0"
						owner = PREV
					}
				}
		
		
		}
	}
	search_filters = { 	FOCUS_FILTER_MANPOWER }
}
	focus = {
	id = wht_spanish_armories
	icon = GFX_goal_generic_smg_45_auto
		cost = 30
		x =  12
		y = 1
		ai_will_do = {
		factor = 320
		}
		relative_position_id = wht_attack_mormons
		prerequisite = { focus = wht_attack_mormons }
		available = { has_country_flag =  wht_storm_drums }
		
		completion_reward = {
		add_equipment_to_stockpile = {
		type = ballistic_equipment_2
		amount = 1000
		producer = WHT
		}
		add_equipment_to_stockpile = {
		type = ballistic_equipment_1
		amount = 500
		producer = WHT
		}
		add_equipment_to_stockpile = {
		type = ballistic_equipment_2
		amount = 250
		producer = UTH
		}
		add_equipment_to_stockpile = {
		type = ballistic_equipment_1
		amount = 250
		producer = UTH
		}
		
		}
	}
	
	focus = {
	id = wht_control
	icon = GFX_goal_generic_smg_45_auto
		cost = 30
		x =  -12
		y = 1
		ai_will_do = {
		
		}
		relative_position_id = wht_attack_mormons
		prerequisite = { focus = wht_attack_mormons }
		
		completion_reward = { 
			random_owned_controlled_state = { 
			limit = { NOT = { is_core_of = WHT } }
			add_core_of = WHT }
			random_owned_controlled_state = { 
			limit = { NOT = { is_core_of = WHT } }
			add_core_of = WHT }
			random_owned_controlled_state = { 
			limit = { NOT = { is_core_of = WHT } }
			add_core_of = WHT }
			
			}
			
	}
		 
	focus = {
	id = wht_refurbrish_wrecked_factory
	icon = GFX_goal_ITZ_scavenge_the_ruins
		cost = 30
		x = 0
		y = 1
		relative_position_id = wht_the_final_test
		prerequisite = { focus = wht_the_final_test }
		completion_reward = {
			random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_building_construction = {
				type = arms_factory
					level = 2
					instant_build = yes
				}
			}
			add_to_variable = { WHT_industrial_capacity_factory = 0.05 }
			add_to_variable = { WHT_consumer_goods_factor = -0.03 }
			force_update_dynamic_modifier = yes
			custom_effect_tooltip = Refurbrish_TT
		}
		search_filters = { 	FOCUS_FILTER_INDUSTRY }
	}
			focus = {
	id = wht_compassion
	icon = GFX_goal_generic_honey
		cost = 30
		x = -2 
		y = 1
		relative_position_id = wht_attack_mormons_compassion
		prerequisite = { focus = wht_attack_mormons_compassion }
		completion_reward = {
			add_popularity = {
			ideology = people
				popularity = 0.05
				}
				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_if = {
				set_technology = {
					med_company_tech_1 = 1
				}
			}
			}
	}
	
	
			focus = {
	id = WHT_bounty_of_Cannan
	icon = GFX_goal_cap_and_cash
		cost = 30
		x = 0
		y = 1
		relative_position_id = wht_attack_mormons_compassion
		prerequisite = {  focus = wht_attack_mormons_compassion
			focus = wht_attack_mormons_ferocity }
		completion_reward = {
		set_temp_variable = {
				caps_to_add = 450
			}
			add_caps = yes
			add_political_power = 300
		}
	}
	
	
	
			focus = {
	id = wht_harvest_farm
	icon = GFX_goal_TTM_Fruit
		cost = 30
		x = 0
		y = 1
		relative_position_id = wht_compassion
		prerequisite = { focus = wht_compassion }
		completion_reward = {
			every_owned_state = {
			add_extra_state_shared_building_slots = 1
					limit = {
						is_coastal = yes
					}
					add_resource = {
					type = water
					amount = 2
					}
					add_manpower = 300
				}
				random_owned_state = {
				add_extra_state_shared_building_slots = 1
				add_manpower = 150
				}
				random_owned_state = {
				add_extra_state_shared_building_slots = 1
				add_manpower = 150
				}
				random_owned_state = {
				add_extra_state_shared_building_slots = 1
				add_manpower = 300
				}
				add_popularity = {
			ideology = people
				popularity = 0.05
				}
		}
	}
			focus = {
	id = wht_healing
	icon = GFX_goal_chem_super_stim
		cost = 30
		x = -2 
		y = 1
		relative_position_id = wht_compassion
		prerequisite = { focus = wht_compassion }
		completion_reward = {
			add_popularity = {
			ideology = people
			popularity = 0.025
			}
			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
				}
			}
			}	
		}
		
			focus = {
	id = wht_saving_life
	icon = GFX_KHA_focus_bandage_old_wounds
		cost = 30
		x = 0
		y = 1
		relative_position_id = wht_healing
		prerequisite = { focus = wht_healing }
		completion_reward = {
			add_popularity = {
			ideology = people
			popularity = 0.075
			}
			add_to_variable = { WHT_monthly_population = 0.05 }
			add_to_variable = { WHT_weekly_manpower = 1 }
			force_update_dynamic_modifier = yes
			custom_effect_tooltip = WHT_saving_life_tt
			add_stability = 0.10
		}
	}
		focus = {
	id = wht_the_storm_drums
	icon = GFX_goal_generic_minigun
		cost = 30
		x = 0
		y = 1
		relative_position_id = wht_attack_mormons_ferocity
		prerequisite = {  focus = wht_attack_mormons_compassion
			focus = wht_attack_mormons_ferocity }
			
		completion_reward = {
		division_template = {
					name = "Storm Drums"
					regiments = {
						fireteam_infantry = { x = 0 y = 0 }
						fireteam_infantry = { x = 0 y = 1 }
						fireteam_infantry = { x = 0 y = 2 }
						infantry = { x = 1 y = 0 }
						infantry = { x = 1 y = 1 }
						infantry = { x = 1 y = 2 }
						infantry = { x =2 y = 0 }
						infantry = { x = 2 y = 1 }
						
					}
					is_locked = no
					priority = 1
		}
		create_unit = {
				division = "name = \"Big Gunners\" division_template = \"Storm Drums\" start_experience_factor = 0.8"
				owner = WHT
		}
		create_unit = {
				division = "name = \"Lead Spitters\" division_template = \"Storm Drums\" start_experience_factor = 0.8"
				owner = WHT
		}
		create_unit = {
				division = "name = \"Storm Drum singers\" division_template = \"Storm Drums\" start_experience_factor = 0.8"
				owner = WHT
		}
		
		add_equipment_to_stockpile = {
		type = ballistic_fireteam_equipment_2
		amount = 300 
		producer = usa 
		}
		add_equipment_to_stockpile = {
		type = ballistic_fireteam_equipment_2
		amount = 300
		producer = UTH 
		}
		add_equipment_to_stockpile = {
		type = ballistic_equipment_2
		amount = 300
		producer = UTH 
		}
		add_equipment_to_stockpile = {
		type = ballistic_equipment_2
		amount = 300
		producer = WHT 
		}
		
		
		add_manpower = 1200
	}

	
			}
		
			
	
			focus = {
	id = wht_cruelty
	icon = GFX_goal_cannibal_meat_foot
		cost = 30
		x = 2 
		y = 1
		relative_position_id = wht_attack_mormons_ferocity
		prerequisite = { focus = wht_attack_mormons_ferocity }
		completion_reward = {
			random_owned_controlled_state = {
				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
				}
			}
			random_owned_controlled_state = {
				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
				}
			}
			random_owned_controlled_state = {
				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
				}
			}
		}
	}
	
			focus = {
	id = wht_salt_mirelurks
	icon = GFX_goal_generic_creature_mirelurk
		cost = 30
		x = 0
		y = 1
		relative_position_id = wht_cruelty
		prerequisite = { focus = wht_cruelty }
		completion_reward = { 
		set_technology = { wht_mirelurk_armor = 1 }
		
		}
	}
	
	
			focus = {
	id = wht_slave_workers
	icon = GFX_goal_PLS_Whip
		cost = 30
		x = 2 
		y = 1
		relative_position_id = wht_cruelty
		prerequisite = { focus = wht_cruelty }
		ai_will_do = {
			factor = 40
		}
		completion_reward = {
		random_owned_controlled_state = {
				limit = {
					is_valid_state_for_civilian_factory = yes
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_valid_state_for_civilian_factory = yes
				}
				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
		
		add_to_variable = { WHT_industrial_capacity_factory = 0.02 }
		add_to_variable = { WHT_production_speed_buildings_factor = 0.01 }
		force_update_dynamic_modifier = yes
		 custom_effect_tooltip = WHT_tribal_slave_tts
		 }
		 search_filters = { FOCUS_FILTER_INDUSTRY }
	}
	
	focus = {
	id = wht_a_way
	icon = GFX_goal_PLS_Whip
	search_filters = { 	FOCUS_FILTER_INDUSTRY }
		cost = 30
		x = 0 
		y = 1
		relative_position_id = wht_slave_workers
		prerequisite = { focus = wht_slave_workers }
		ai_will_do = {
			factor = 40
		}
		completion_reward = { 
			581 = {
			add_extra_state_shared_building_slots = 2
			add_manpower = 300
			add_state_modifier = {
				modifier = {
			local_manpower = 0.5
			state_resources_factor = 0.05
			}
		}
	}
			204 = {
			add_extra_state_shared_building_slots = 2
			add_manpower = 500
				add_state_modifier = {
				modifier = {
			local_manpower = 0.05
			state_resources_factor = 0.05
			}
		}
	}
			
			326 = {
			add_extra_state_shared_building_slots = 2
			add_manpower = 500
				add_state_modifier = {
				modifier = {
			local_manpower = 0.05
			state_resources_factor = 0.05
			}
		}
	}
			add_to_variable = { WHT_industrial_capacity_factory = 0.02 }
			add_to_variable = { WHT_production_speed_buildings_factor = 0.03 }
			force_update_dynamic_modifier = yes
			custom_effect_tooltip = wht_a_way_tt
		}
	}
					focus = {
	id = wht_the_other_book_worders
	icon = GFX_goal_ano_flag
		cost = 30
		search_filters = { FOCUS_FILTER_ANNEXATION  FOCUS_FILTER_MANPOWER }
		x = 5 
		y = 1
		relative_position_id = wht_coronation_of_the_brute
		prerequisite = { focus = wht_coronation_of_the_brute}
		ai_will_do = {
			factor = 120
		}
		completion_reward = {
		ANO = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			add_manpower = 1000
	}
}
					focus = {
	id = wht_kill_the_gods
	icon = GFX_goal_hgh_flag
		cost = 30
		search_filters = { FOCUS_FILTER_ANNEXATION  FOCUS_FILTER_WAR_SUPPORT }
		x = 0
		y = 1
		relative_position_id = wht_the_other_book_worders
		prerequisite = { focus = wht_the_other_book_worders }
		completion_reward = {
		HGH = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
	}
}
					focus = {
	id = wht_our_skies
	icon = GFX_goal_area_51
		cost = 30
		x = -5 
		y = 1
		ai_will_do = {
			factor = 120
		}
		relative_position_id = wht_coronation_of_the_brute
		prerequisite = { focus = wht_coronation_of_the_brute}
		completion_reward = {
		SKY = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			add_manpower = 500
	}
}
						focus = {
	id = wht_the_strip
	icon = GFX_goal_VEG_War_for_Vegas
		cost = 30
		x = 0
		y = 1
		relative_position_id = wht_our_skies
		prerequisite = { focus = wht_our_skies }
		completion_reward = {
		VEG = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		 add_war_support = 0.05
		 add_manpower = 3000
    }
}
	

	
			
			
		#### A  plague upon the land ###
		focus = {
		id = wht_leg_forces
		icon = GFX_goal_white_leg_warrior_shine
		cost = 14
		relative_position_id = wht_slave_fodder
		x = -3
		y = 0
		available = { 
		has_completed_focus = wht_winds_change }
		available = { has_war = yes
		}
		ai_will_do = {
			factor = 320
		}
		completion_reward = { add_tech_bonus = {
				bonus = 0.33
				uses = 3
				category = tribal_tech_category
			}
			set_technology = { clanfightingstyles = 1 }
			add_manpower = 1532
			add_to_variable = { WHT_training_time_factor = -0.05 }
			add_to_variable = { WHT_conscription_factor = 0.03 }
			add_to_variable = { WHT_conscription = 0.013 }
			add_to_variable = { WHT_caps_expense_modifier = -0.05 }
			custom_effect_tooltip = wht_leg_forces_tt
			force_update_dynamic_modifier = yes
			}
			search_filters = { 	FOCUS_FILTER_MANPOWER }
		}
		
		focus = {
	id = wht_the_most_dangerous
	icon = GFX_goal_generic_deathclaw_2
	cost = 30
	relative_position_id = wht_leg_forces
	ai_will_do = {
			factor = 320
		}
	x = -1
	y = 1 
	prerequisite = { focus = wht_leg_forces }
	completion_reward = {
	add_to_variable = { WHT_army_attack_factor = 0.05 }
	  add_to_variable = { wht_offence = 0.03 }
	  add_to_variable = { WHT_army_org_factor = 0.02 }
		 custom_effect_tooltip = wht_the_most_dangerous_tt
		 force_update_dynamic_modifier = yes
	}
	search_filters = { 	FOCUS_FILTER_IDEAS }
	}
		
			focus = {
			id = wht_deep_strikes
			icon = GFX_icon_two_wargoal
			cost = 30
			relative_position_id = wht_the_most_dangerous
			x = -2
			Y = 1
			prerequisite = { focus = wht_the_most_dangerous }
			completion_reward = { 
			add_ideas = { wht_deep_raids }
				}
				search_filters = { 	FOCUS_FILTER_IDEAS }
			}
			
			focus = {
			id = wht_totems
			icon = GFX_goal_wht_totem
			cost = 30
			relative_position_id = wht_the_most_dangerous
			prerequisite = { focus = wht_the_most_dangerous }
			x = 0 
			y = 1
			completion_reward = { 
			add_stability = 0.10
			add_war_support = 0.15
			add_to_variable = { WHT_army_morale_factor = 0.05 }
			add_to_variable = { WHT_conscription_factor = 0.015 }
			add_to_variable = { WHT_army_org_factor = 0.02 }
			custom_effect_tooltip = wht_totems_tt
			force_update_dynamic_modifier = yes
			}
			search_filters = { 	FOCUS_FILTER_IDEAS }
			}
		
				focus = {
				id = wht_mobile_weaponsmiths
				icon = GFX_KHA_focus_camp_arms_workshops
				cost = 30
				relative_position_id = wht_leg_forces
				x = 1
				y = 1
				prerequisite = { focus = wht_leg_forces }
				ai_will_do = {
			factor = 320
		}
				completion_reward = {
				add_offsite_building = {
				type = arms_factory 
				level = 2
			}
			add_offsite_building = {
				type = industrial_complex
				level = 2
			}
		}
	}
				focus = {
				id = wht_army_pro
				icon = GFX_goal_CES_WHT_Cohort
				cost = 30
				relative_position_id = wht_mobile_weaponsmiths
				x = 0
				y = 1
				prerequisite = { focus = wht_mobile_weaponsmiths }
				ai_will_do = { 
				base = 160
				}
				completion_reward = { 
					army_experience = 25
					set_technology = { tribalnumbers = 1 }			
					add_to_variable = { WHT_conscription = 0.015 }
					add_to_variable = {  wht_army_strength_factor = 0.025 }
					add_to_variable = { WHT_conscription_factor = 0.015 }
					add_manpower = 1291
					
				}
			}
			
			focus = {
			id = wht_scavengers
			icon = GFX_goal_PLS_Vultures
			cost = 30
			relative_position_id = wht_mobile_weaponsmiths
			prerequisite = { focus = wht_mobile_weaponsmiths }
			x = 2
			y = 1
			ai_will_do = { 
				base = 160
				}
			completion_reward = {
			add_to_variable = { wht_equipment_capture = 0.05 }
			add_to_variable = { wht_equipment_capture_factor  = 0.10 }
			custom_effect_tooltip = wht_scavengers_tt
			force_update_dynamic_modifier = yes
			add_equipment_to_stockpile = { 
			type = ballistic_equipment_1
			amount = 200
			producer = UTH
			}
			add_equipment_to_stockpile = { 
			type = ballistic_equipment_2
			amount = 100
			producer = USA
			}
			}
			}
			
				focus = {
			id = wht_lessons_of_war
			icon = GFX_goal_generic_occupy_states_ongoing_war
			cost = 30
			relative_position_id = wht_scavengers
			prerequisite = { focus = wht_scavengers }
			x = 2
			y = 1
			completion_reward = {
			every_unit_leader = {
			add_planning = 1 }
			add_tech_bonus = {
				uses = 1
				bonus = 1.25
				category = cat_land_doctrine
					}
					every_unit_leader = {
					gain_xp = 125
					}
			}
		}
	focus = { 
	id = wht_decentralized_command
	icon = GFX_goal_BRK_council_of_warriors
	cost = 30
	relative_position_id = wht_deep_strikes
	prerequisite = { focus = wht_deep_strikes }
	mutually_exclusive = { focus = wht_centralized_command }
	ai_will_do = {
			base = 160
		}
	x = 0
	y = 1
	completion_reward = {
	add_popularity =  {
				ideology = people
				popularity = 0.10
				}
	add_to_variable = { wht_army_leader_start_level = 1 }
	add_to_variable = { wht_experience_gain_army_factor = 0.02 }
	add_to_variable = { WHT_army_morale = 0.05 }
	add_to_variable = { wht_grant_medal_cost_factor = -0.1 }
	add_to_variable = { WHT_consumer_goods_factor = -0.015 }
		custom_effect_tooltip = wht_decentralized_command_tt
		 force_update_dynamic_modifier = yes
		 }
	}
	
	focus = { 
	id = wht_defensive_stance
	icon = GFX_goal_BRK_council_of_defense
	cost = 30
	relative_position_id = wht_decentralized_command
	prerequisite = { focus = wht_decentralized_command }
	ai_will_do = {
			base = 160
		}
	x = 0
	y = 1
	completion_reward = { 
	every_unit_leader = {
	add_defense = 1
			}
	add_to_variable = { WHT_army_defence_factor = 0.03 }
	add_to_variable = { WHT_army_morale = 0.05 }
	add_to_variable = { WHT_army_org_factor = 0.05 }
	force_update_dynamic_modifier = yes
	custom_effect_tooltip = Defensive_stance_tt
	random_owned_controlled_state = {
	create_unit = {
				division = "name = \"White Leg Young Child \" division_template = \"White Leg Initiates\" start_experience_factor = 0.8"
				owner = WHT
		}
	}
	random_owned_controlled_state = {
	create_unit = {
				division = "name = \"White Leg Woman's Guard\" division_template = \"White Leg Initiates\" start_experience_factor = 0.8"
				owner = WHT
		}
	}
	}
}
		focus = {
		id = wht_live_off_the_land
			icon = GFX_goal_RES_scavenpickers
			cost = 30
			x = -2
			y = 1
			prerequisite = { focus = wht_deep_strikes }
			relative_position_id = wht_deep_strikes
			completion_reward = {
			add_to_variable = { WHT_unit_upkeep_attrition_factor = -0.03 }
			add_to_variable = { wht_org_loss_when_moving = -0.05 }
			add_to_variable = { WHT_supply_consumption_factor = -0.03 }
			custom_effect_tooltip = wht_live_off_land_tt
			force_update_dynamic_modifier = yes
			add_equipment_to_stockpile = {
			type = support_equipment
			amount = 150
			producer = usa
			}
		}
		search_filters = { 	FOCUS_FILTER_IDEAS }
	}
	
	focus = { 
	id = wht_centralized_command
	icon = GFX_focus_generic_home_defense
	cost = 30
	relative_position_id = wht_totems
	prerequisite = { focus = wht_totems }
	ai_will_do = {
			base = 160
		}
	mutually_exclusive = { focus = wht_decentralized_command }
	x = 0
	y = 1
	completion_reward = {
	add_popularity =  {
				ideology = ruler
				popularity = 0.05
				}
	add_to_variable = { WHT_conscription = 0.0025 }
	add_to_variable = { WHT_army_moral = 0.03}
	add_to_variable = { WHT_max_command_power = 25 }
		custom_effect_tooltip = wht_centralized_command_tt
		 force_update_dynamic_modifier = yes
		 every_unit_leader = {
				add_attack = 1
			}
			
		 }
		 search_filters = { FOCUS_FILTER_IDEAS }
	}
	
	focus = { 
	id = wht_mass_recruitment
	icon = GFX_goal_PLS_Warband_Raiders
	cost = 30
	relative_position_id = wht_centralized_command
	prerequisite = { focus = wht_centralized_command }
	x = 0
	y = 1
	completion_reward = { 
	326 = {
	add_state_modifier = {
    modifier = {
        recruitable_population_factor = 0.15
		
    }
 }

}
		72  = {
			add_state_modifier = {
			modifier = {
			recruitable_population_factor = 0.15
		}
	}

	}
	add_to_variable = { WHT_conscription = 0.005 }
	add_to_variable = { WHT_conscription_factor = 0.05 }
	add_to_variable = { WHT_caps_expense_modifier = -0.02 }
	force_update_dynamic_modifier = yes 
	add_stability = -0.10
		add_popularity = {
				ideology = ruler
				popularity = 0.05
				}
				add_manpower = 1500
	}
}


	focus = { 
	id = WHT_industrail_capabilities
	icon = GFX_KHA_focus_army_2
	cost = 30
	relative_position_id = wht_mass_recruitment
	prerequisite = { focus = wht_mass_recruitment }
	x = 0
	y = 1
	completion_reward = {
		random_owned_controlled_state = {
		add_extra_state_shared_building_slots = 2
		add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
	}
	add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
	}
		}
			random_owned_controlled_state = {
		add_extra_state_shared_building_slots = 2
		add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
	}
	add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
	}
		}
		random_owned_controlled_state = {
		add_extra_state_shared_building_slots = 2
		add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
	}
	add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
	}
		}
		add_manpower = 1500
		add_to_variable = { WHT_production_factory_efficiency_gain_factor = 0.02 }
		add_to_variable = { WHT_production_speed_buildings_factor = 0.03 }
		add_to_variable = { WHT_industrial_capacity_factory = 0.04 }
		add_to_variable = { WHT_consumer_goods_factor = -0.03}
		force_update_dynamic_modifier = yes
	}
	
}

	
	focus = { 
	id = wht_terror_attacks
	icon = GFX_goal_BDT_bloody_skull
	cost = 30
	relative_position_id = wht_army_pro
	prerequisite = { focus = wht_army_pro }
	x = 0
	y = 1
	completion_reward = {
			 every_unit_leader = { add_planning = 1 }
			 set_technology = { noctwarriors = 1 }
			  add_to_variable = { WHT_army_attack_factor = 0.03 }
			  add_to_variable = { WHT_army_attack_speed_factor = 0.02 }
			  add_to_variable = { WHT_initative_factor = 0.03 }
			   custom_effect_tooltip = wht_terror_tt
		 force_update_dynamic_modifier = yes
			
	}
}
			focus = { 
	id = WHT_Assault_doctrine
	icon = GFX_KHA_focus_planning_red
	cost = 30
	relative_position_id = wht_terror_attacks
	prerequisite = { focus = wht_terror_attacks }
	x = 0
	y = 1
	completion_reward = { 
				add_tech_bonus = {
				uses = 2
				bonus = 0.66
				category = cat_land_doctrine
					}
					add_manpower = 1250
				add_to_variable = { WHT_army_attack_factor = 0.025 }
				add_to_variable = { wht_org_loss_when_moving = -0.02 }
				add_to_variable = { wht_special_forces_min = 15 }
				 custom_effect_tooltip = wht_assault_tt
		 force_update_dynamic_modifier = yes
	}
}

focus = { 
	id = WHT_The
	icon = GFX_goal_NCN_whitelegs_war
	cost = 30
	relative_position_id = WHT_Assault_doctrine
	prerequisite = { focus = WHT_Assault_doctrine }
	x = 0
	y = 1
	completion_reward = { 
	add_war_support = 0.25
	add_manpower = 2000
	add_equipment_to_stockpile = {
	type = melee_equipment_4
	amount = 650
	producer = USA
	}
	add_equipment_to_stockpile = { 
	type = ballistic_equipment_2
	amount = 500
	producer = CES
}
		add_equipment_to_stockpile = { 
	type = ballistic_equipment_3
	amount = 300
	producer = USA
	}
	add_equipment_to_stockpile = { 
	type = ballistic_equipment_2
	amount = 500
	producer = UTH
	}
	add_equipment_to_stockpile = { 
	type = ballistic_fireteam_equipment_2
	amount = 100
	producer = UTH
	}
		add_to_variable = { WHT_caps_expense_modifier = -0.05 }
		force_update_dynamic_modifier = yes 
		}
	}
	
	
		focus = { 
	id = wht_light_bringers
	icon = GFX_goal_generic_grenade_incendiary
	cost = 30
	relative_position_id = wht_scavengers
	prerequisite = { focus = wht_scavengers }
	x = 0
	y = 1
	completion_reward = {
			 division_template = {
					name = "Light Bringers"
					regiments = {
						demolitions_infantry = { x = 0 y = 0 }
						demolitions_infantry = { x = 0 y = 1 }
						demolitions_infantry = { x = 0 y = 2 }
						heavy_infantry = { x = 1 y = 0 }
						heavy_infantry = { x = 1 y = 1 }
						heavy_infantry = { x = 1 y = 2 }
					}
					is_locked = no
					priority = 1
		}
			random_owned_state = {
					create_unit = {
						division = "name = \"Burners\" division_template = \"Light Bringers\" start_experience_factor = 0.4 start_equipment_factor = 1.0"
						owner = PREV
					}
				}
				random_owned_state = {
					create_unit = {
						division = "name = \"Boomers\" division_template = \"Light Bringers\" start_experience_factor = 0.4 start_equipment_factor = 1.0"
						owner = PREV
					}
				}
						random_owned_state = {
					create_unit = {
						division = "name = \"Lighters\" division_template = \"Light Bringers\" start_experience_factor = 0.4 start_equipment_factor = 1.0"
						owner = PREV
					}
				}
				add_equipment_to_stockpile = {
				type = demolitions_equipment
				amount = 500
				producer = usa
			}
			 
		 }
	}
	
		focus = { 
	id = wht_bombs_terror
	icon = GFX_goal_ncn_sun
	cost = 30
	relative_position_id = wht_light_bringers
	prerequisite = { focus = wht_light_bringers }
		x = 0
	y = 1
	completion_reward = {
	add_equipment_to_stockpile = {
	type = demolitions_equipment 
	amount = 100
	producer = USA
	}
	add_equipment_to_stockpile = {
	type = explosive_demolitions_equipment_2
	amount = 300
	producer = UTH
	}
	add_equipment_to_stockpile = {
	type = demolitions_equipment
	amount = 300
	producer = WHT
	}
	
	add_equipment_to_stockpile = {
	type = explosive_demolitions_equipment_3
	amount = 150
	producer = USA
	
	}
	
	add_equipment_to_stockpile = {
	type = flamer_demolitions_equipment_3
	amount = 150
	producer = usa
		}
		if = {
				limit = {
					has_dlc = "No Step Back"
					}
		set_technology = { railway_gun = 1 }
		create_railway_gun = {
                equipment = railway_gun_equipment_1
                name = "The Biggest Storm Drum"
            }
			create_railway_gun = {
                equipment = railway_gun_equipment_1
                name = "The Sun Kisssers"
            }
		}
	}
}
	
	
	 
	#### Salt On Wound's Quest ####
	
		focus = {
		id = wht_leg_king
		icon = GFX_goal_CES_White_Legs
		cost = 14
		relative_position_id = wht_salt_meat
		x = 5
		y = 0
		available = { 
		has_completed_focus = wht_winds_change }
		available = { has_war = yes
		}
		ai_will_do = {
			factor = 4000
		}
		completion_reward = {
		add_popularity = {
				ideology = elites
				popularity = 0.03
				}
				add_ideas = { wht_idea_cult
				}
				add_manpower = 589
		}
	}
	focus = {
	id = wht_slayer
	icon = GFX_goal_barbarian
	cost = 30
	relative_position_id = wht_leg_king
	x = -1
	y = 1
	prerequisite = { focus = wht_leg_king }
	ai_will_do = {
			factor = 320
		}
	completion_reward = { 
	 add_equipment_to_stockpile = {
		type = melee_equipment_4
		amount = 150
		producer = usa }
		 set_technology = { tribalwarpaint = 1 }
		 add_to_variable = { WHT_army_attack_factor = 0.03 }
		 add_to_variable = { wht_breakthrough_factor = 0.03 }
		 add_to_variable = { wht_infantry_attack_factor = 0.03 }
		 custom_effect_tooltip = wht_slayer_tt
		 force_update_dynamic_modifier = yes
			}
		}
		
		focus = {
		id  = wht_honor_guard 
		icon = GFX_focus_ITA_moschettieri_del_duce
		cost = 30
		relative_position_id = wht_leg_king
		x = 1
		y = 1
		prerequisite = { focus = wht_leg_king }
		completion_reward = {
		custom_effect_tooltip = load_WHT_Salts_honor_guard
		hidden_effect = {
		load_oob = WHT_Salts_honor_guard
		}
		add_political_power = 100
		add_war_support = 0.05
		}
	}
	
	
	focus = {
	id = wht_bone_breaker_infantry
	icon = GFX_goal_wht_mantis_glove
	cost = 30
	relative_position_id = wht_slayer
	x = -2
	y = 1
	 ai_will_do = { 
				base = 160
				}
	prerequisite = { focus = wht_slayer }
	completion_reward = {
	division_template = {
					name = "Bone Breakers"
					regiments = {
						heavy_infantry = { x = 0 y = 0 }
						heavy_infantry = { x = 0 y = 1 }
						heavy_infantry = { x = 1 y = 0 }
						heavy_infantry = { x = 1 y = 1 }
						heavy_infantry = { x = 2 y = 0 }
						heavy_infantry = { x = 2 y = 1 }
						heavy_infantry = { x = 3 y = 0 }
					}
					is_locked = no
					priority = 1
		}
		random_owned_state = {
					create_unit = {
						division = "name = \"Smashers\" division_template = \"Bone Breakers\" start_experience_factor = 0.5 start_equipment_factor = 1.0"
						owner = PREV
					}
				}
				random_owned_state = {
					create_unit = {
						division = "name = \"bashers\" division_template = \"Bone Breakers\" start_experience_factor = 0.5 start_equipment_factor = 1.0"
						owner = PREV
					}
	}
					random_owned_state = {
						create_unit = {
						division = "name = \"Thrashers\" division_template = \"Bone Breakers\" start_experience_factor = 0.5 start_equipment_factor = 1.0"
						owner = PREV
					}
				}
				add_manpower = 700
			}
		}
		
	focus = {
	id = wht_2nd_wife
	icon = GFX_goal_generic_jane
	cost = 30
	relative_position_id = wht_slayer
	 x = 0
	 y = 1
	 ai_will_do = { 
				base = 80
				}
	 prerequisite = { focus = wht_slayer }
	 completion_reward = { 
	 custom_effect_tooltip = wht_unlock_Slug_Deth_tt 
	 add_political_power = 150 
	 add_to_variable = { WHT_army_attack_factor = 0.02 }
	 add_to_variable = { wht_army_strength_factor = 0.01 }
	 add_to_variable = { wht_experience_gain_army_factor = 0.02 }
	 force_update_dynamic_modifier = yes
	 }
	}
	
	focus = {
	id = wht_trickesters_war
	icon = GFX_goal_generic_secret_weapon
	cost = 30
	relative_position_id = wht_2nd_wife
	 x = 0
	 y = 1
	 prerequisite = { focus = wht_2nd_wife }
	 completion_reward = { 
		if = {
				limit = {
					has_dlc = "La Resistance"
					NOT = {
						has_intelligence_agency = yes
					}
				}
				create_intelligence_agency = {
				name = "White Eye"
				icon = GFX_intelligence_agency_logo_generic_2
				}
			
		add_ideas = { WHT_SPY_wars_1 
		}
	}
			if = {
			limit = {
			NOT = {
			has_dlc = "La Resistance"
			}
		}
			add_ideas = { WHT_SPY_wars_2 }
				}
			}
	}
	
	
	focus = {
	id = WHT_Raw_power
	icon = GFX_goal_WHT_deathclaw_gauntlet
	cost = 30
	relative_position_id = wht_trickesters_war
	 x = 0
	 y = 1
	 prerequisite = { focus = wht_trickesters_war }
	 completion_reward = {
	 add_country_leader_trait = wht_Salt_Power
	}
}

	focus = {
	id = wht_palace
	icon = GFX_KHA_focus_boneyard_skyscraper
	cost = 30
	relative_position_id = wht_honor_guard
	x = 2
	y = 1
	prerequisite = { focus = wht_honor_guard }
	ai_will_do = {
			factor = 40
		}
	completion_reward = { 
	326 = { add_extra_state_shared_building_slots = 5
			add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
		}
		add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
	}
	add_manpower = 1000
		}
	}
}
	
	focus = {
	id = wht_spys
	icon = GFX_goal_generic_human_warriors
	cost = 30
	relative_position_id = wht_honor_guard
	x = 0
	y = 1
	prerequisite = { focus = wht_honor_guard }
	completion_reward = { 
	add_ideas = { wht_tribal_secrets } 
	} 
			}
			
	focus = {
	id = Wht_nomadic_leanings 
	icon = GFX_focus_prc_infiltration
	cost = 30
	relative_position_id = wht_palace
	prerequisite = { focus = wht_palace }
	x = 0
	y = 1
	completion_reward = {
	random_owned_controlled_state = {
	add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
		}
	}
		random_owned_controlled_state = {
	add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
			}
		}
		add_to_variable = { WHT_army_speed_factor = 0.03 }
		add_to_variable = { 							 }
		set_technology = { pathfinders  = 1 }
		force_update_dynamic_modifier = yes
		
	}
}


	
	focus = {
	id = WHT_expanded_hidden_routes
	icon = GFX_goal_generic_more_territorial_claims
	cost = 30
	relative_position_id = Wht_nomadic_leanings
	prerequisite = { focus = Wht_nomadic_leanings }
	x = 0
	y = 1
	completion_reward = {
	set_technology = { nomadsoul = 1 }
	random_owned_controlled_state = {
	add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
			}
		random_owned_controlled_state = {
	add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
			}
		random_owned_controlled_state = {
	add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
		}
	}
	
			random_owned_controlled_state = {
				create_unit = {
				division = "name = \"Veteran Trackers\" division_template = \"White Leg Initiates\" start_experience_factor = 1"
				owner = WHT
		}
	}

		
	}
}

	focus = {
	id = Wht_local_warcamps
	icon = GFX_goal_generic_camp
	cost = 30
	relative_position_id = wht_palace
	prerequisite = { focus = wht_palace }
	x = 2
	y = 1
	completion_reward = {
		random_owned_controlled_state = {  add_extra_state_shared_building_slots = 1
			add_building_construction = {
					type = supply_node
					level = 1
					instant_build = yes
					}
					add_manpower = 328
					
		}
	random_owned_controlled_state = {  add_extra_state_shared_building_slots = 1
			add_building_construction = {
					type = supply_node
					level = 1
					instant_build = yes
					}
					add_manpower = 393
					
			}
			random_owned_controlled_state = {
			  add_extra_state_shared_building_slots = 1
			add_building_construction = {
					type = supply_node
					level = 1
					instant_build = yes
					}
					add_manpower = 784
					
			}
			add_to_variable = { WHT_production_factory_efficiency_gain_factor = 0.03 }
			add_to_variable = { WHT_army_morale = 0.33 }
			add_to_variable = { WHT_supply_consumption_factor = -0.03 }
		 force_update_dynamic_modifier = yes
		 custom_effect_tooltip = WHT_warcamps_tt
		}
	}
	
	focus = {
	id = Wht_extended_caches
	icon = GFX_goal_generic_raider_sign_hidden_cache
	cost = 30
	relative_position_id = Wht_local_warcamps
	prerequisite = { focus = Wht_local_warcamps }
	x = 0
	y = 1
	completion_reward = { 
	random_owned_controlled_state = {
	add_building_construction = {
					type = supply_node
					level = 1
					instant_build = yes
					}
				}
				random_owned_controlled_state = {
	add_building_construction = {
					type = supply_node
					level = 1
					instant_build = yes
					}
				}
			add_tech_bonus = {
			bonus = 0.45
				uses = 2
				category = support_logistics_tech_category
				}
			}
		}
		
		focus = {
	id = WHT_scouts_of_the_Legs
	icon = GFX_goal_han_pushing_our_boundaries
	cost = 30
	relative_position_id = Wht_extended_caches
	prerequisite = { focus = Wht_extended_caches }
	prerequisite = { focus = WHT_expanded_hidden_routes }
	x = -1
	y = 1
	completion_reward = {
	add_to_variable = { WHT_combat_width_factor = -0.05 }
	add_to_variable = { wht_org_loss_when_moving = -0.05 }
	add_to_variable = { WHT_recon_factor = 0.05 }
	force_update_dynamic_modifier = yes
	custom_effect_tooltip = scouts_tt
	
	division_template = {
		name = "Salt's Scouts"
		template_counter = 39
		regiments = {
						militia = { x = 0 y = 0 }
						militia = { x = 0 y = 1 }
						militia = { x = 0 y = 2 }
						heavy_infantry = { x = 1 y = 0 }
						heavy_infantry = { x = 1 y = 1 }
						heavy_infantry = { x = 1 y = 2 }
	}
					support = {
		recon_company = { x = 0 y = 0 }
		demolitions_support = { x = 1 y = 0 }
		anti_tank_company = { x = 2 y = 0 }
		
	}
}
random_owned_controlled_state = {
create_unit = {
				division = "name = \"Runs with Yao Gui\" division_template = \"Salt's Scouts\" start_experience_factor = 0.8"
				owner = WHT
		}
	}
	
	random_owned_controlled_state = {
create_unit = {
				division = "name = \"Winid Dancers\" division_template = \"Salt's Scouts\" start_experience_factor = 0.8"
				owner = WHT
		}
	}
		random_owned_controlled_state = {
create_unit = {
				division = "name = \"Runway's Warband\" division_template = \"Salt's Scouts\" start_experience_factor = 0.8"
				owner = WHT
		}
	}
		if = {
				limit = {
					has_tech = med_company_tech_3
				}
				set_technology = {
					recon_company_tech_4 = 1
				}
			}
			else_if = {
				limit = {
					has_tech = med_company_tech_2
				}
				set_technology = {
					recon_company_tech_3 = 1
				}
			}
			else_if = {
				limit = {
					has_tech = med_company_tech_1
				}
				set_technology = {
					recon_company_tech_2 = 1
				}
			}
			else_if = {
				set_technology = {
					recon_company_tech_1 = 1
				}
			}
		add_manpower = 1200
		}
	}
		
	
	focus = {
	id = wht_copycats
	icon = GFX_goal_power_fist
	cost = 30
	relative_position_id = wht_bone_breaker_infantry
	x = -2
	y = 1
	prerequisite = { focus = wht_bone_breaker_infantry }
	available = { has_completed_focus = wht_all_weapon_options }
	available = { date > 2277.1.1 }
	 available = { has_tech = heavy_infantry_tech_3 }
	 ai_will_do = { 
				base = 80
				}
	completion_reward = {
	set_technology = { melee_weaponry_tech_4 = 1 }
	add_equipment_to_stockpile = {
			type = melee_equipment_4
			amount = 500
			producer = usa }
		}
	}
	focus = {
	id = wht_3rd_wife
	icon = GFX_goal_generic_zippo_girl
	cost = 30
	relative_position_id = wht_spys
	 x = 0
	 y = 1
	 prerequisite = { focus = wht_spys }
	  ai_will_do = { 
				base = 80
				}
	 available = { has_completed_focus = wht_2nd_wife }
	 completion_reward = { 
	 custom_effect_tooltip = wht_unlock_NACLO_tt 
	 add_political_power = 150
		add_equipment_to_stockpile = {
		type = support_equipment
		amount = 300
		producer = usa
			}
			add_tech_bonus = {
				uses = 3
				bonus = 0.33
				category = support_tech_category
					}
			
		}
	}

	focus = {
	id = WHT_TRIBAL
	icon = GFX_goal_generic_focus_spears_2
	cost = 30
	relative_position_id = wht_3rd_wife
	 x = 0
	 y = 1
	 prerequisite = { focus = wht_3rd_wife }
	 ai_will_do = { 
				base = 80
				}
	 completion_reward = { 
	 
	 Add_equipment_to_stockpile = {
	 Type = melee_equipment_2
	 amount = 300
	 producer = usa
	 }
	 add_manpower = 500
	 add_equipment_to_stockpile = {
	 type = support_equipment
	 amount = 150
	 producer = ussa
	 }
	 			add_tech_bonus = {
				bonus = 0.66
				uses = 3
				category = tribal_tech_category
			}
	}
}

	
	focus = {
	id = WHT_Monster
	icon = GFX_goal_generic_deathclaw_1
	cost = 30
	relative_position_id = WHT_TRIBAL
	 x = -1
	 y = 1
	 prerequisite = { focus = WHT_TRIBAL }
	 prerequisite = { focus = WHT_Raw_power }
	  ai_will_do = { 
				base = 80
				}
	completion_reward = {
	add_manpower = 1200
	add_to_variable = { WHT_weekly_manpower = 3 }
	add_to_variable = { wht_infantry_attack_factor = 0.10 }
	add_to_variable = { WHT_army_morale = 0.2 }
	force_update_dynamic_modifier = yes
	set_technology = { ttm_jurassic_strength = 1 }
			}
	}

					

	focus = {
	id = wht_melee_combat
	icon = GFX_goal_generic_brass_knuckles
	cost = 30
	relative_position_id = wht_bone_breaker_infantry
	 x = 0
	 y = 1
	 prerequisite = { focus = wht_bone_breaker_infantry }
	 available = { has_tech = heavy_infantry_tech_3 }
	 completion_reward = { 
	 set_technology = { heavy_infantry_tech_4 = 1 }
	 add_equipment_to_stockpile = {
		type = melee_equipment_2
		amount = 250
		producer = UTH
	}
	 add_equipment_to_stockpile = {
		type = melee_equipment_4
		amount = 100
		producer = UTH
	}
	add_equipment_to_stockpile = {
		type = melee_equipment_3
		amount = 100
		producer = USA
	}
	add_equipment_to_stockpile = {
		type = melee_equipment_2
		amount = 300
		producer = USA
	}
	add_equipment_to_stockpile = {
		type = melee_equipment_3
		amount = 300
		producer = UTH
	}
	
	}
 }


	focus = {
	id = wht_battle_training
	icon = GFX_goal_PLS_Training_Contract
	cost = 30
	relative_position_id = wht_copycats
	 x = 0
	 y = 1
	 ai_will_do = { 
				base = 80
				}
	 prerequisite = { focus = wht_copycats }
	 completion_reward = { 
	 add_ideas = { wht_fighting_guidance }
	 add_popularity = {
				ideology = intellectuals
				popularity = 0.05
			}
			army_experience = 15
			add_war_support = 0.05
	}
}

focus = {
	id = wht_rad_scorps_hide
	icon = GFX_goal_generic_creature_radscorpion
	cost = 30
	relative_position_id = wht_melee_combat
	 x = 0
	 y = 1
	 prerequisite = { focus = wht_melee_combat }
	 completion_reward = { 
		488 = { add_extra_state_shared_building_slots = 1
			add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
		}
	}
			add_ideas = { WHT_idea_scrop_armor }
	}

	}
	
	focus = {
	id = wht_a_traning_center
	icon = GFX_goal_NCR_Infantry_Drills
	cost = 30
	relative_position_id = wht_rad_scorps_hide
	 x = -1
	 y = 1
	 prerequisite = { focus = wht_battle_training }
	 prerequisite = { focus = wht_rad_scorps_hide }
	 completion_reward = { 
	 326 = { add_manpower = 500 
		add_extra_state_shared_building_slots = 1
		add_state_modifier = {
				modifier = {
			local_manpower = 0.12
			recruitable_population_factor = 0.03
			}
		}
	 
	 }
		add_manpower = 500
	}
}

		focus = { 
		id = wht_Salts_hard_power
	icon = GFX_goal_generic_sledgehammers
	cost = 30
	relative_position_id = wht_a_traning_center
	 x = 2
	 y = 1
	 mutually_exclusive = {
			focus = wht_fast_and_hard
		}
	 prerequisite = { focus = wht_a_traning_center }
	 prerequisite = { focus = WHT_Monster }
		 completion_reward = {
		 random_owned_controlled_state = {
		  add_extra_state_shared_building_slots = 2
			add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
		}
		add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
		}
	}
	 random_owned_controlled_state = {
		  add_extra_state_shared_building_slots = 2
			add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
		}
		add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
		}
	}
		 add_to_variable = { wht_breakthrough_factor = -0.05 }
		add_to_variable = { WHT_army_speed_factor = -0.02 }
		add_to_variable = {  WHT_initative_factor = -0.03 }
		add_to_variable = { WHT_max_dig_in_factor = 0.03 }
		add_to_variable = { WHT_max_planning_factor = 0.1 }
		add_to_variable = { WHT_conscription = 0.005 }
		add_to_variable = { WHT_army_org_factor = 0.03 }
		add_to_variable = { WHT_army_defence_factor = 0.03 }
		add_to_variable = { WHT_training_time_factor = 0.05 }
		force_update_dynamic_modifier = yes
		custom_effect_tooltip = slow_steady_tt
		add_manpower = 1200
		 }
		
		
		}
	
	focus = { 
		id = wht_fast_and_hard
	icon =  GFX_goal_PLS_Thunder_Bois
	cost = 30
	relative_position_id =  WHT_Monster
	 x = 2
	 y = 1
	 mutually_exclusive = {
			focus = wht_Salts_hard_power
		}
	 prerequisite = { focus =  WHT_Monster }
	 prerequisite = { focus = WHT_scouts_of_the_Legs }
		 completion_reward = { 
		add_to_variable = { wht_breakthrough_factor = 0.04 }
		add_to_variable = { WHT_army_speed_factor = 0.02 }
		add_to_variable = {  WHT_initative_factor = 0.03 }
		add_to_variable = { WHT_max_dig_in_factor = -0.02 }
		add_to_variable = { WHT_industrial_capacity_factory = -0.02 }
		add_to_variable = { Wht_equipment_capture = 3 }
		force_update_dynamic_modifier = yes
		custom_effect_tooltip = blitzkrieg_tt
		add_manpower = 1200
		add_ideas = { WHT_BLITZKRIEG }
		add_equipment_to_stockpile = {
		type = melee_equipment_1
		amount = 400
		producer = UTH 
		}
		add_equipment_to_stockpile = {
				type = fighter_equipment_1
				amount = 50
				producer = usa
				}
			add_equipment_to_stockpile = {
				type = payload_glider_equipment_1
				amount = 50
				producer = usa
				}
			add_equipment_to_stockpile = {
			type = ballistic_equipment_2
			amount = 300
			producer = UTH }
			
			add_equipment_to_stockpile = {
			type = ballistic_equipment_3
			amount = 159
			producer =  usa
			}
		}
	}
		
		focus = { 
		id = wht_God
	icon = GFX_goal_NCN_Kingdom_of_God
	cost = 30
	relative_position_id =  wht_Salts_hard_power
	 x = 2
	 y = 1

		prerequisite = {
			focus = wht_fast_and_hard
			focus = wht_Salts_hard_power
		}
		 available = { NCN = { exists = no }
	 }
			completion_reward = { 
			
			set_technology = { wht_fanatics = 1 }
		add_political_power = 100
		add_manpower = 5000
		}
	}
	
		####### End Game	

	focus = {
	id = wht_bigger_guns
	icon = GFX_goal_generic_lmg_50_cal
	cost = 30
	relative_position_id = WHT_friend_legion
	 x = 0
	 y = 1
	 prerequisite = { focus = WHT_friend_legion }
	 completion_reward = { 
	 set_technology = { ballistic_fireteam_weaponry_tech_3 = 1 }
	 add_equipment_to_stockpile = {
	 type = ballistic_fireteam_equipment_2
	 amount = 300
	 producer = USA
	}
	 add_equipment_to_stockpile = {
	 type = ballistic_fireteam_equipment_2
	 amount = 300
	 producer = USA
	}
	}
}

	focus = {
	id = wht_fully_invested_legion 
	icon = GFX_goal_CES_bow_bull
	cost = 45
	relative_position_id = wht_bigger_guns
	 x = 0
	 y = 1
	 prerequisite = { focus = wht_bigger_guns }
	 available = {  }
	 completion_reward = { 
	 add_manpower = 3000
	 581 = { add_extra_state_shared_building_slots = 2
			add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
		}
	}
	623 = { add_extra_state_shared_building_slots = 2
			add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
			}
		}
		623 = { add_extra_state_shared_building_slots = 2
			add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
			}
		}
	set_temp_variable = {
				caps_to_add = 500
			}
			add_caps = yes }
}
	
	focus = {
	id = WHT_legion_structure
	icon = GFX_goal_CES_legionary
	cost = 60
	relative_position_id = wht_fully_invested_legion
	 x = 0
	 y = 1
	 prerequisite = { focus = wht_fully_invested_legion }
	 available = { Ruler > 0.5 }
	 completion_reward = { 
	 set_technology = { chariot_vehicle_tech = 1 }
	 set_technology = { special_forces_tech_level_settler = 1 }
	 set_technology = { exploitation_tech_level_settler = 1 }
	 if = { 
		limit = { has_idea = WHT_CANT_MAINtain }
		remove_ideas = WHT_CANT_MAINtain }
	 }
}

focus = {
			id = wht_nav_advisors
			icon = GFX_goal_NAV_default
			cost = 30
			x = -2
			y = 1
			prerequisite = { focus = WHT_send_youth_flagstaff }
			prerequisite = { focus = WHT_legion_structure }
			available = { is_in_faction_with = Nav }
			 available = { is_in_faction_with = CES }
			 
			relative_position_id = WHT_send_youth_flagstaff 
			completion_reward = {
			add_to_variable = { wht_special_forces_min = 10}
			add_to_variable = { wht_special_forces_cap = 0.025 }
			custom_effect_tooltip = wht_nav_advisors_tt
			force_update_dynamic_modifier = yes
			}
		}
		
		focus = {
			id = wht_4th_bride
			icon = GFX_goal_CES_Matrons
			cost = 30
			x = -4
			y = 1
			prerequisite = { focus = WHT_legion_structure }
			 available = { is_in_faction_with = CES }
			 available = { CES = { 
			has_civil_war = no
		}
	}
			 
			relative_position_id = WHT_send_youth_flagstaff 
			completion_reward = {
				country_event = {
				id = nf_whitelegs.43
				}
				set_temp_variable = {
				caps_to_add = 750
			}
			add_manpower = 5000
			add_political_power = 300
		
			}
			
		
			}
		


	focus = {
	id = WHT_kings
	icon = GFX_focus_generic_monarchy_1
	cost = 30
	relative_position_id = WHT_upheaval
	search_filters = { FOCUS_FILTER_IDEAS }
	 x = 0
	 y = 1
	 prerequisite = { focus = WHT_upheaval }
	 completion_reward = { 
	 add_to_variable = { WHT_core_creation_cost_factor = -0.05 }
	 add_to_variable = { WHT_max_command_power = 20 }
	 add_to_variable = { WHT_weekly_manpower = 2 }
	 custom_effect_tooltip = wht_new_kings_walking_tt
			force_update_dynamic_modifier = yes
				add_popularity = { ideology = elites
				popularity = 0.05
				}
		}
	 }
	 
	 focus = {
	id = WHT_all_shall_kneel
	icon = GFX_KHA_focus_slave_2
	cost = 45
	relative_position_id = WHT_kings
	 x = 0
	 y = 1
	 prerequisite = { focus = WHT_kings }
	 available = { elites > 0.5 }
	 completion_reward = { 
	 set_technology = { super_mutant_behemoth = 1 } 
	 add_equipment_to_stockpile = {
	 type = behemoth_equipment_1
	 amount = 100
	 producer = usa
	 }
	 hidden_effect = {
	 load_oob = "unlock_supermutant_infantry"
	 }
	add_manpower = 5000
	add_popularity = { ideology = elites
				popularity = 0.10
				}
			}
	 }

	 	focus = {
		id = WHT_kneel_before_the_dark_pyramid
		icon = GFX_goal_ORO_Pyramid
		cost = 60
		x = 1
		y = 1
		prerequisite = {
			focus = WHT_speak_english
			focus = WHT_restart_mines
		}
		relative_position_id = WHT_speak_english
		available = {
			has_opinion_modifier = ouroboros_daughters_of_hecate_aid
			is_in_faction = no
			is_subject = no
			borders_daughters_of_hecate = yes
			at_peace_with_daughters_of_hecate = yes
			NOT = {
				has_completed_focus = WHT_friend_legion
			}
			if = {
				limit = {
					caesars_legion_exists = yes
				}
				NOT = { has_country_flag = accepted_petition }
			}
		}
		mutually_exclusive = {
			focus = WHT_deathclaw_mounts_world
			focus = WHT_laws
		}
		completion_reward = {
			ask_to_join_daughters_of_hecate = yes
		}
		}
	 
	 
	 focus = {
	id = WHT_Reign_of_salt
	icon = GFX_goal_WHT_generic_flag
	search_filters = { FOCUS_FILTER_ANNEXATION }
	cost = 60
	relative_position_id = WHT_all_shall_kneel
	 x = 0
	 y = 1
	 prerequisite = { focus = WHT_all_shall_kneel }
	 available = { elites > 0.6 }
	 completion_reward = { 
		set_technology = {
			deathclaw_unlock_tech = 1
		}
	 	set_technology = { deathclaw_tech_access_tech = 1  }
		set_technology = {
			deathclaw_civilization_access_tech = 1
		}
		set_technology = {
			deathclaw_alphas_access_tech = 1
		}
		add_ideas =  WHT_idea_deathclaw_riders 
		add_manpower = 1500
			 if = {
				limit = { EHT = { exists = yes } }
				declare_war_on = {
					target = EHT
					type = annex_everything
				}
			}
		
	 }
	 }
	 
	 	 focus = {
	id = WHT_my_domain
	icon = GFX_goal_MCA_Colonel_Utah_Card
	cost = 45
	search_filters = { FOCUS_FILTER_ANNEXATION }
	relative_position_id = WHT_Reign_of_salt
	 x = -3
	 y = 1
	 prerequisite = { focus = WHT_Reign_of_salt }
	 available = { NCN = { exists = no }
	 }
	 completion_reward = { 
	 if = {
				limit = { DEA = { exists = yes } }
				declare_war_on = {
					target = DEA
					type = annex_everything
				}
			}
			 if = {
				limit = { UIN = { exists = yes } }
				declare_war_on = {
					target = UIN
					type = annex_everything
				}
			}
			 if = {
				limit = { SLE = { exists = yes } }
				declare_war_on = {
					target = SLE
					type = annex_everything
				}
			}
			 if = {
				limit = { SOR = { exists = yes } }
				declare_war_on = {
					target = SOR
					type = annex_everything
				}
			}
			random_owned_controlled_state = { 
			limit = { NOT = { is_core_of = WHT } }
			add_core_of = WHT }
			random_owned_controlled_state = { 
			limit = { NOT = { is_core_of = WHT } }
			add_core_of = WHT }
			random_owned_controlled_state = { 
			limit = { NOT = { is_core_of = WHT } }
			add_core_of = WHT }
			random_owned_controlled_state = { 
			limit = { NOT = { is_core_of = WHT } }
			add_core_of = WHT }
			add_manpower = 1000
			}
		}
	 
	 
	 	 focus = {
	id = WHT_Conquerer_right
	icon = GFX_goal_RRG_poison_bull
	cost = 45
	search_filters = { FOCUS_FILTER_ANNEXATION }
	relative_position_id = WHT_Reign_of_salt
	 x = 3
	 y = 2
	 available = {
			ai_has_no_other_wars_or_wargoals = yes
		}
		Available = {
		CES = {
				exists = yes
				NOT = { is_subject_of = ROOT }
				NOT = { is_in_faction_with = ROOT }
			}
		}
		
	 prerequisite = { focus = WHT_Reign_of_salt }
	 completion_reward = {
				declare_war_on = {
					target = CES
					type = annex_everything
				}
			
			add_manpower = 10000
			add_war_support = 0.15
			}
		}
		
		focus = {
	id = WHT_a_Willingness_to_learn
	icon = GFX_goal_generic_books
	cost = 30
	relative_position_id = WHT_happy_trails_caravan
	 x = 0
	 y = 1
	 available = { people > 0.35 }
	 prerequisite = { focus = WHT_happy_trails_caravan }
	 completion_reward = { 
	 swap_ideas = {
	 remove_idea = WHT_widespread_illiteracy
				add_idea = WHT_starting_to_learn }
		 set_technology = {	tools_tech_level_settler = 1 }
		 set_technology = { habitation_tech_level_settler = 1 }
		add_popularity = { 
				ideology = people
				popularity = 0.05
		}
	}
}

focus = {
	id = WHT_Undue_the_harm
	icon = GFX_goal_CHC_an_army_of_healers
	cost = 45
	relative_position_id = WHT_a_Willingness_to_learn
	 x = 0
	 y = 1
	  available = { people > 0.5 }
	 prerequisite = { focus = WHT_a_Willingness_to_learn }
	 completion_reward = {
	 remove_ideas = wht_raiders_not_setllers 
	 add_stability = 0.15
	 add_to_variable = { WHT_monthly_population = 0.10 }
	 add_to_variable = { WHT_production_speed_buildings_factor = 0.10 }
	 add_to_variable = { WHT_experience_loss_factor = -0.05 }
	 custom_effect_tooltip = undue_harm_tt
	 force_update_dynamic_modifier = yes
	 }

}



focus = {
	id = WHT_New_protectors
	icon = GFX_goal_HEA_focus_archangel_rises
	cost = 60
	relative_position_id = WHT_Undue_the_harm
	 x = 0
	 y = 1
	 prerequisite = { focus = WHT_Undue_the_harm }
	 available = { people > 0.6 }
	 completion_reward = {
	random_owned_controlled_state = {
	add_extra_state_shared_building_slots = 4
			add_building_construction = {
					type = arms_factory
					level = 4
					instant_build = yes
			}
		}
		random_owned_controlled_state = {
	add_extra_state_shared_building_slots = 4
			add_building_construction = {
					type = arms_factory
					level = 4
					instant_build = yes
			}
		}
		set_technology = { police_infantry_tech = 1 }
	add_to_variable = { WHT_conscription = 0.02 }
	add_to_variable = { WHT_army_attack_factor = 0.03 }
	add_to_variable = { WHT_army_morale = 3 }
	add_to_variable = { WHT_army_org_factor = 0.10 }
	add_manpower = 3000
	 custom_effect_tooltip = undue_new_protectors_tt
	 force_update_dynamic_modifier = yes
	 if = { 
	 limit = {
		has_idea = WHT_CANT_MAINtain }
		remove_ideas = WHT_CANT_MAINtain }
	set_technology = { tools_tech_level_settler = 1 }
	set_technology = {  robotics_tech_level_tribal = 1 }
	set_technology = { support_tech_level_settler = 1 }
	set_technology = { habitation_tech_level_settler = 1 }
		}		
	 }
	 
	}
	
# vim: set ft=pdx ts=2 sw=2 tw=79 :
