focus_tree = {
	id = FSA_nf
	continuous_focus_position = { x = 0 y = 0 }
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = FSA
		}
	}
	#The Walk South
	focus = {
		id = FSA_nf_a001
		icon = GFX_goal_generic_brahmin_trade
		x = 13
		y = 1
		cost = 7
		completion_reward = {
			country_event = {
				id = KOS_nf_events.12
			}
		}
	}

	#A Great Human
	focus = {
		id = FSA_nf_a002
		icon = GFX_goal_generic_focus_magazine_backwood_get_off_my_lawn
		x = 13
		y = 2
		cost = 7
		prerequisite = {
			focus = FSA_nf_a001
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.13
			}
		}
	}

	#A Fine Reward
	focus = {
		id = FSA_nf_a003
		icon = GFX_goal_abandon_gold
		x = 13
		y = 3
		cost = 7
		prerequisite = {
			focus = FSA_nf_a002
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.14
			}
		}
	}

	#Shots Heard Around Georgia
	focus = {
		id = FSA_nf_a004
		icon = GFX_goal_generic_focus_magazine_gunsandbullets_gun_laws
		x = 13
		y = 4
		cost = 7
		prerequisite = {
			focus = FSA_nf_a003
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.15
			}
		}
	}

	#Develop The realm
	focus = {
		id = FSA_nf_a005
		icon = GFX_goal_generic_building_focus
		x = 5
		y = 5
		cost = 30
		prerequisite = {
			focus = FSA_nf_a004
		}
		completion_reward = {
			capital_scope = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
	}

	#Found New village
	focus = {
		id = FSA_nf_a006
		icon = GFX_goal_generic_scrap_city_housing
		x = 2
		y = 6
		cost = 30
		prerequisite = {
			focus = FSA_nf_a005
		}
		completion_reward = {
			every_owned_state = {
				add_manpower = 500
			}
		}
	}

	#Industry For Peace
	focus = {
		id = FSA_nf_a007
		icon = GFX_goal_generic_wrench
		x = 4
		y = 6
		cost = 30
		prerequisite = {
			focus = FSA_nf_a005
		}
		mutually_exclusive = {
			focus = FSA_nf_a008
		}
		completion_reward = {
			capital_scope = {
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 3
			}
		}
	}

	#Industry For War
	focus = {
		id = FSA_nf_a008
		icon = GFX_goal_assembly_li
		x = 6
		y = 6
		cost = 30
		prerequisite = {
			focus = FSA_nf_a005
		}
		mutually_exclusive = {
			focus = FSA_nf_a007
		}
		completion_reward = {
			capital_scope = {
				add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 3
			}
		}
	}

	#Clear Roadways
	focus = {
		id = FSA_nf_a009
		icon = GFX_goal_generic_road_construction
		x = 8
		y = 6
		cost = 30
		prerequisite = {
			focus = FSA_nf_a005
		}
		completion_reward = {
			every_owned_state = {
				limit = {
					is_in_home_area = yes
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}

	#Establish Scrapping Workshops
	focus = {
		id = FSA_nf_a010
		icon = GFX_goal_generic_metal_focus
		x = 2
		y = 7
		cost = 30
		prerequisite = {
			focus = FSA_nf_a006
		}
		completion_reward = {
			random_core_state = {
				add_resource = {
					type = metal
					amount = 10
				}
			}
		}
	}

	#Construct Aqueducts
	focus = {
		id = FSA_nf_a011
		icon = GFX_goal_TTM_Water
		x = 4
		y = 7
		cost = 30
		prerequisite = {
			focus = FSA_nf_a007
		}
		completion_reward = {
			random_core_state = {
				add_resource = {
					type = water
					amount = 8
				}
			}
		}
	}

	#Construct Windfarms
	focus = {
		id = FSA_nf_a012
		icon = GFX_goal_TTM_Windmill
		x = 6
		y = 7
		cost = 30
		prerequisite = {
			focus = FSA_nf_a008
		}
		completion_reward = {
			random_core_state = {
				add_resource = {
					type = energy
					amount = 8
				}
			}
		}
	}

	#Toll Roads
	focus = {
		id = FSA_nf_a013
		icon = GFX_goal_cap_and_cash
		x = 8
		y = 7
		cost = 30
		prerequisite = {
			focus = FSA_nf_a009
		}
		completion_reward = {
			set_temp_variable = {
				caps_to_add = 100
			}
			add_caps = yes
		}
	}

	#Refine Our Architectural Style
	focus = {
		id = FSA_nf_a014
		icon = GFX_goal_generic_cities_focus
		x = 3
		y = 8
		cost = 30
		prerequisite = {
			focus = FSA_nf_a011
			focus = FSA_nf_a012
		}
		prerequisite = {
			focus = FSA_nf_a010
		}
		prerequisite = {
			focus = FSA_nf_a013
		}
		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = habitation_category
			}
		}
	}

	#The Palace Walls
	focus = {
		id = FSA_nf_a015
		icon = GFX_goal_generic_mountain_fortress
		x = 5
		y = 8
		cost = 30
		prerequisite = {
			focus = FSA_nf_a011
			focus = FSA_nf_a012
		}
		prerequisite = {
			focus = FSA_nf_a010
		}
		prerequisite = {
			focus = FSA_nf_a013
		}
		completion_reward = {
			capital_scope = {
				add_building_construction = {
					type = bunker2
					level = 1
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_victory_point > 1
					}
				}
			}
		}
	}

	#Fund Builder Guilds
	focus = {
		id = FSA_nf_a016
		icon = GFX_goal_generic_sledgehammers
		x = 7
		y = 8
		cost = 30
		prerequisite = {
			focus = FSA_nf_a011
			focus = FSA_nf_a012
		}
		prerequisite = {
			focus = FSA_nf_a010
		}
		prerequisite = {
			focus = FSA_nf_a013
		}
		completion_reward = {
			add_ideas = KOS_builder_guilds_idea
		}
	}

	#Commission A monument
	focus = {
		id = FSA_nf_a017
		icon = GFX_goal_religion_flag
		x = 5
		y = 9
		cost = 30
		prerequisite = {
			focus = FSA_nf_a014
		}
		prerequisite = {
			focus = FSA_nf_a015
		}
		prerequisite = {
			focus = FSA_nf_a016
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.5
			}
		}
	}

	#A Grand Banquet
	focus = {
		id = FSA_nf_a018
		icon = GFX_goal_generic_wine
		x = 5
		y = 10
		cost = 30
		prerequisite = {
			focus = FSA_nf_a017
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.6
			}
		}
	}

	#Raise Levies
	focus = {
		id = FSA_nf_a019
		icon = GFX_goal_generic_ideological_fury_focus
		x = 20
		y = 5
		cost = 30
		prerequisite = {
			focus = FSA_nf_a004
		}
		completion_reward = {
			add_manpower = 500
		}
	}

	#For Expanding The Realm
	focus = {
		id = FSA_nf_a020
		icon = GFX_goal_generic_artillery
		x = 19
		y = 6
		cost = 30
		prerequisite = {
			focus = FSA_nf_a019
		}
		mutually_exclusive = {
			focus = FSA_nf_a021
		}
		completion_reward = {
			add_ideas = KOS_levies_expand_idea
		}
	}

	#For Defending The Realm
	focus = {
		id = FSA_nf_a021
		icon = GFX_goal_generic_bunkers_focus
		x = 21
		y = 6
		cost = 30
		prerequisite = {
			focus = FSA_nf_a019
		}
		mutually_exclusive = {
			focus = FSA_nf_a020
		}
		completion_reward = {
			add_ideas = KOS_levies_defend_idea
		}
	}

	#Buy Remington Arms
	focus = {
		id = FSA_nf_a022
		icon = GFX_goal_generic_rifle_combat
		x = 18
		y = 7
		cost = 30
		prerequisite = {
			focus = FSA_nf_a020
		}
		completion_reward = {
			add_equipment_to_stockpile = {
				type = ballistic_equipment_2
				amount = 250
				producer = REM
			}
		}
	}

	#Study Past Battles
	focus = {
		id = FSA_nf_a023
		icon = GFX_goal_generic_backroom_planning
		x = 20
		y = 7
		cost = 30
		prerequisite = {
			focus = FSA_nf_a020
			focus = FSA_nf_a021
		}
		completion_reward = {
			army_experience = 75
		}
	}

	#Watch The Borders
	focus = {
		id = FSA_nf_a024
		icon = GFX_goal_generic_outpost
		x = 22
		y = 7
		cost = 30
		prerequisite = {
			focus = FSA_nf_a021
		}
		completion_reward = {
			capital_scope = {
				add_building_construction = {
					type = bunker
					level = 1
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
				}
			}
		}
	}

	#Increase Levy quotas
	focus = {
		id = FSA_nf_a025
		icon = GFX_goal_generic_mexican_infantry
		x = 19
		y = 8
		cost = 30
		prerequisite = {
			focus = FSA_nf_a022
		}
		prerequisite = {
			focus = FSA_nf_a023
		}
		mutually_exclusive = {
			focus = FSA_nf_a026
		}
		completion_reward = {
			swap_ideas = {
				remove_idea = KOS_levies_expand_idea
				add_idea = KOS_levies_expand_2_idea
			}
		}
	}

	#Village Militia Training
	focus = {
		id = FSA_nf_a026
		icon = GFX_goal_generic_focus_magazine_gunsandbullets_take_aim
		x = 21
		y = 8
		cost = 30
		prerequisite = {
			focus = FSA_nf_a024
		}
		prerequisite = {
			focus = FSA_nf_a023
		}
		mutually_exclusive = {
			focus = FSA_nf_a025
		}
		completion_reward = {
			swap_ideas = {
				remove_idea = KOS_levies_defend_idea
				add_idea = KOS_levies_defend_2_idea
			}
		}
	}

	#Drill The Officers
	focus = {
		id = FSA_nf_a027
		icon = GFX_goal_generic_land_doctrines_focus
		x = 20
		y = 9
		cost = 30
		prerequisite = {
			focus = FSA_nf_a025
			focus = FSA_nf_a026
		}
		completion_reward = {
			every_unit_leader = {
				gain_xp = 250
			}
		}
	}

	#Ready to Serve
	focus = {
		id = FSA_nf_a028
		icon = GFX_goal_generic_western
		x = 20
		y = 10
		cost = 30
		prerequisite = {
			focus = FSA_nf_a027
		}
		completion_reward = {
			hidden_effect = {
				if = {
					limit = {
						has_completed_focus = FSA_nf_a025
					}
					load_oob = "FSA_aggressive_oob"
				}
				else = {
					load_oob = "FSA_defensive_oob"
				}
			}
			custom_effect_tooltip = KOS_armies_ready_tt
		}
	}

	#Wandering Ghouls
	focus = {
		id = FSA_nf_b001
		icon = GFX_goal_generic_ghouls_focus
		x = 11
		y = 5
		cost = 30
		prerequisite = {
			focus = FSA_nf_a004
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.16
			}
		}
	}

	#Dont Intervene
	focus = {
		id = FSA_nf_b002
		icon = GFX_goal_brahmin_cart
		x = 10
		y = 6
		cost = 30
		prerequisite = {
			focus = FSA_nf_b001
		}
		mutually_exclusive = {
			focus = FSA_nf_b003
		}
		completion_reward = {
			add_power_balance_value = {
				id = FSA_loyalty_bop
				value = 0.1
				tooltip_side = FSA_loyal_queen
			}
			add_ideas = KOS_ghoul_migration_idea
		}
	}

	#Refuse Passage
	focus = {
		id = FSA_nf_b003
		icon = GFX_goal_generic_stamp_ghoul
		x = 12
		y = 6
		cost = 30
		prerequisite = {
			focus = FSA_nf_b001
		}
		bypass = {
			CDC = {
				exists = no
			}
		}
		mutually_exclusive = {
			focus = FSA_nf_b002
		}
		completion_reward = {
			add_power_balance_value = {
				id = FSA_loyalty_bop
				value = -0.1
				tooltip_side = FSA_loyal_duke
			}
			country_event = {
				id = KOS_nf_events.17
			}
		}
	}

	#Atlanta Burns
	focus = {
		id = FSA_nf_b004
		icon = GFX_goal_pal_burn_the_city
		x = 10
		y = 7
		cost = 30
		available = {
			CDC = {
				exists = no
			}
		}
		bypass = {
			SHM = {
				exists = no
			}
			CDC = {
				exists = yes
			}
		}
		prerequisite = {
			focus = FSA_nf_b002
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.18
			}
		}
	}

	#Breaching Quarantine
	focus = {
		id = FSA_nf_b005
		icon = GFX_goal_generic_ghoul_transformation
		x = 12
		y = 7
		cost = 30
		prerequisite = {
			focus = FSA_nf_b003
		}
		completion_reward = {
			random_list = {
				70 = {
					country_event = KOS_nf_events.52
					CDC = {
						country_event = KOS_nf_events.53
					}
				}
				30 = {
					country_event = KOS_nf_events.54
					CDC = {
						country_event = KOS_nf_events.55
					}
				}
			}
		}
	}

	#Green And Meen
	focus = {
		id = FSA_nf_b006
		icon = GFX_goal_mutant_supremacy
		x = 15
		y = 5
		cost = 30
		prerequisite = {
			focus = FSA_nf_a004
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.19
			}
		}
	}

	#Request A Campaign
	focus = {
		id = FSA_nf_b007
		icon = GFX_goal_mutant_self_management
		x = 14
		y = 6
		cost = 30
		prerequisite = {
			focus = FSA_nf_b006
		}
		mutually_exclusive = {
			focus = FSA_nf_b008
		}
		completion_reward = {
			KOS = {
				country_event = {
					id = KOS_nf_events.20
				}
			}
		}
	}

	#Better to ask forgiveness
	focus = {
		id = FSA_nf_b008
		icon = GFX_goal_mutant_war_focus
		x = 16
		y = 6
		cost = 30
		prerequisite = {
			focus = FSA_nf_b006
		}
		mutually_exclusive = {
			focus = FSA_nf_b007
		}
		will_lead_to_war_with = BAC
		completion_reward = {
			add_power_balance_value = {
				id = FSA_loyalty_bop
				value = -0.1
				tooltip_side = FSA_loyal_duke
			}
			declare_war_on = {
				target = BAC
				type = annex_everything
			}
		}
	}

	#The Green Legions
	focus = {
		id = FSA_nf_b009
		icon = GFX_goal_mutant_rebellion
		x = 14
		y = 7
		cost = 30
		available = {
			BAC = {
				exists = no
			}
			BAC = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		bypass = {
			BAC = {
				exists = no
			}
			CDC = {
				BAC = {
					all_core_land_owned_by_prev_sphere = yes
				}			
			}
		}
		prerequisite = {
			focus = FSA_nf_b007
			focus = FSA_nf_b008
		}
		completion_reward = {
			hidden_effect = {
				load_oob = "FSA_green_legion_oob"
			}
			every_owned_state = {
				limit = {
					is_core_of = BAC
				}
				add_core_of = FSA
			}
			custom_effect_tooltip = KOS_mutie_armies_tt
		}
	}

	#Remain Vigilant
	focus = {
		id = FSA_nf_b010
		icon = GFX_goal_behemoth_green
		x = 16
		y = 7
		cost = 30
		prerequisite = {
			focus = FSA_nf_b007
		}
		available = {
			has_country_flag = KOS_no_bac_attack_flag
		}
		completion_reward = {
			if = {
				limit = {
					BAC = {
						exists = yes
					}
				}
				every_owned_state = {
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = {
							all_provinces = yes
							limit_to_border = yes
						limit_to_border_country = BAC
						}
					}
				}
			}
			else_if = {
				limit = {
					CDC = {
						exists = yes
					}
				}
				every_owned_state = {
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = {
							all_provinces = yes
							limit_to_border = yes
						limit_to_border_country = CDC
						}
					}
				}
			}
			else_if = {
				limit = {
					SHM = {
						exists = yes
					}
				}
				every_owned_state = {
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = {
							all_provinces = yes
							limit_to_border = yes
						limit_to_border_country = SHM
						}
					}
				}
			}
			else = {
				add_war_support = 0.1
			}
		}
	}

	#So Much For Unity
	focus = {
		id = FSA_nf_b011
		icon = GFX_goal_generic_bloody_sacrifice
		x = 13
		y = 8
		cost = 30
		available = {
			custom_trigger_tooltip = {
				tooltip = KOS_2_tt
				always = no
			}
		}
		prerequisite = {
			focus = FSA_nf_b004
			focus = FSA_nf_b005
		}
		prerequisite = {
			focus = FSA_nf_b009
			focus = FSA_nf_b010
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.21
			}
		}
	}

	#Raise Peasant Levies
	focus = {
		id = FSA_nf_b012
		icon = GFX_goal_generic_focus_spears
		x = 12
		y = 9
		cost = 30
		available = {
			OR = {
				has_war_with = FSK
				has_war_with = KOS
			}
		}
		prerequisite = {
			focus = FSA_nf_b011
		}
		completion_reward = {
			hidden_effect = {
				load_oob = "FSA_peasant_levy_oob"
			}
			custom_effect_tooltip = KOS_peasant_tt
			add_war_support = -0.10
		}
	}

	#Barricade The capital
	focus = {
		id = FSA_nf_b013
		icon = GFX_goal_generic_bunkers_focus
		x = 14
		y = 9
		cost = 30
		available = {
			OR = {
				has_war_with = FSK
				has_war_with = KOS
			}
		}
		prerequisite = {
			focus = FSA_nf_b011
		}
		completion_reward = {
			capital_scope = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_victory_point > 1
					}
				}
			}
		}
	}

	#Die For Our Lord
	focus = {
		id = FSA_nf_b014
		icon = GFX_goal_generic_focus_spears_2
		x = 13
		y = 10
		cost = 30
		available = {
			OR = {
				has_war_with = FSK
				has_war_with = KOS
			}
		}
		prerequisite = {
			focus = FSA_nf_b012
		}
		prerequisite = {
			focus = FSA_nf_b013
		}
		completion_reward = {
			hidden_effect = {
				load_oob = "FSA_peasant_levy_oob"
			}
			custom_effect_tooltip = KOS_peasant_tt
			add_war_support = -0.15
			add_ideas = child_conscription
		}
	}

	#The Queen Reigns
	focus = {
		id = FSA_nf_b015
		icon = GFX_goal_generic_focus_magazine_lc_hornet
		x = 9
		y = 11
		cost = 30
		available = {
			KOS = {
				exists = yes
			}
			FSK = {
				exists = no
			}
		}
		prerequisite = {
			focus = FSA_nf_b011
		}
		mutually_exclusive = {
			focus = FSA_nf_b023
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.22
			}
		}
	}

	#Royal Sanction
	focus = {
		id = FSA_nf_b016
		icon = GFX_goal_bobble_head_big_guns
		x = 7
		y = 12
		cost = 30
		prerequisite = {
			focus = FSA_nf_b015
		}
		bypass = {
			BAC = {
				exists = no
			}
			CDC = {
				exists = no
			}
			BAC = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		will_lead_to_war_with = BAC
		will_lead_to_war_with = CDC
		completion_reward = {
			if = {
				limit = {
					BAC = {
						exists = yes
					}
				}
				BAC = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
			}
			CDC = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}

	#The Queen's Sword
	focus = {
		id = FSA_nf_b017
		icon = GFX_goal_generic_sword_2
		x = 9
		y = 12
		cost = 30
		prerequisite = {
			focus = FSA_nf_b015
		}
		completion_reward = {
			FSA_lord_phalanx = {
				gain_xp = 1500
				add_unit_leader_trait = KOS_queens_sword_trait
			}
		}
	}

	#Her Majesty's Land
	focus = {
		id = FSA_nf_b018
		icon = GFX_goal_generic_in_control
		x = 11
		y = 12
		cost = 30
		available = {
			any_owned_state = {
				is_core_of = FSK
			}
		}
		prerequisite = {
			focus = FSA_nf_b015
		}
		completion_reward = {
			every_owned_state = {
				limit = {
					is_core_of = FSK
				}
				transfer_state_to = KOS
				hidden_effect = {
					set_state_flag = KOS_transfer_from_fsa_flag
				}
			}
			hidden_effect = {
				KOS = {
					country_event = {
						id = KOS_nf_events.23 ###This event will tell the queen about the transfer of land. It'll also do a secret count of the number of states with that transer from FSA flag and add a global flag for whatever value it counts. This'll influence the reward for loyalty. Please let me know if you find a better way of doing this, because this is fucked ~Taaka###
						hours = 1
					}
				}
			}
		}
	}

	#Fruits of Conquest
	focus = {
		id = FSA_nf_b019
		icon = GFX_goal_food_various_fruits
		x = 6
		y = 13
		cost = 30
		available = {
			CDC = {
				all_core_land_owned_by_prev_sphere = yes
			}
			BAC = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		prerequisite = {
			focus = FSA_nf_b016
		}
		completion_reward = {
			if = {
				limit = {
					has_completed_focus = FSA_nf_b010
				}
				load_oob = "FSA_green_legion_oob"
				every_owned_state = {
					limit = {
						is_core_of = BAC
					}
					add_core_of = FSA
				}
			}
			add_ideas = KOS_cdc_researchers_idea
		}
	}

	#The Bama Campaign
	focus = {
		id = FSA_nf_b020
		icon = GFX_goal_mutant_war_focus
		x = 8
		y = 13
		cost = 30
		prerequisite = {
			focus = FSA_nf_b017
		}
		prerequisite = {
			focus = FSA_nf_b016
		}
		will_lead_to_war_with = WAR
		will_lead_to_war_with = MOG
		will_lead_to_war_with = YLL
		will_lead_to_war_with = NRH
		will_lead_to_war_with = PNB
		completion_reward = {
			WAR = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			MOG = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			YLL = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			NRH = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			PNB = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}

	#The Oldgusta March
	focus = {
		id = FSA_nf_b021
		icon = GFX_goal_generic_the_dipping
		x = 10
		y = 13
		cost = 30
		prerequisite = {
			focus = FSA_nf_b017
		}
		completion_reward = {
			set_cosmetic_tag = FSA_march_tag
			swap_ideas = {
				remove_idea = KOS_paying_tithes_idea
				add_idea = KOS_oldgusta_march_idea
			}
			KOS = {
				remove_ideas = KOS_oldgusta_tithes_idea
			}
		}
	}

	#A reward for loyalty
	focus = {
		id = FSA_nf_b022
		icon = GFX_goal_ancient_wealth
		x = 12
		y = 13
		cost = 30
		prerequisite = {
			focus = FSA_nf_b018
		}
		completion_reward = {
			if = {
				limit = {
					has_global_flag = KOS_fsa_1_transfer_flag
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 250
					producer = KOS
				}
				hidden_effect = {
					clr_global_flag = KOS_fsa_1_transfer_flag
				}
			}
			else_if = {
				limit = {
					has_global_flag = KOS_fsa_2_transfer_flag
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 500
					producer = KOS
				}
				hidden_effect = {
					clr_global_flag = KOS_fsa_2_transfer_flag
				}
			}
			else_if = {
				limit = {
					has_global_flag = KOS_fsa_3_transfer_flag
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 1500
					producer = KOS
				}
				hidden_effect = {
					clr_global_flag = KOS_fsa_3_transfer_flag
				}
			}
			else = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 150
					producer = KOS
				}
			}
		}
	}

	#Duke Rules
	focus = {
		id = FSA_nf_b023
		icon = GFX_KHA_focus_backstab
		x = 17
		y = 11
		cost = 30
		available = {
			FSK = {
				exists = yes
			}
			KOS = {
				exists = no
			}
		}
		prerequisite = {
			focus = FSA_nf_b011
		}
		mutually_exclusive = {
			focus = FSA_nf_b015
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.24
			}
		}
	}

	#The Spoils
	focus = {
		id = FSA_nf_b024
		icon = GFX_goal_generic_rifle_1
		x = 15
		y = 12
		cost = 30
		prerequisite = {
			focus = FSA_nf_b023
		}
		completion_reward = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1500
				producer = KOS
			}
		}
	}

	#Untethered
	focus = {
		id = FSA_nf_b025
		icon = GFX_goal_generic_freedom
		x = 17
		y = 12
		cost = 30
		prerequisite = {
			focus = FSA_nf_b023
		}
		completion_reward = {
			FSA_lord_phalanx = {
				add_country_leader_trait = KOS_untethered_trait
			}
		}
	}

	#Take in Refugees
	focus = {
		id = FSA_nf_b026
		icon = GFX_goal_generic_killer_rabbit2
		x = 19
		y = 12
		cost = 30
		prerequisite = {
			focus = FSA_nf_b023
		}
		completion_reward = {
			capital_scope = {
				add_manpower = 2500
			}
		}
	}

	#The vanishing Treasury
	focus = {
		id = FSA_nf_b027
		icon = GFX_goal_ancient_wealth_2
		x = 14
		y = 13
		cost = 30
		prerequisite = {
			focus = FSA_nf_b024
		}
		completion_reward = {
			set_temp_variable = {
				caps_to_add = 300
			}
			add_caps = yes
		}
	}

	#Rally Legions
	focus = {
		id = FSA_nf_b028
		icon = GFX_goal_generic_ghoul_trooper
		x = 16
		y = 13
		cost = 30
		prerequisite = {
			focus = FSA_nf_b025
		}
		completion_reward = {
			add_ideas = KOS_oldgusta_legions_idea
		}
	}

	#Grand Campaigns
	focus = {
		id = FSA_nf_b029
		icon = GFX_goal_generic_mushroom
		x = 18
		y = 13
		cost = 30
		prerequisite = {
			focus = FSA_nf_b025
		}
		will_lead_to_war_with = WAR
		will_lead_to_war_with = MOG
		will_lead_to_war_with = YLL
		will_lead_to_war_with = NRH
		will_lead_to_war_with = PNB
		will_lead_to_war_with = BUL
		will_lead_to_war_with = MAG
		will_lead_to_war_with = FSJ
		will_lead_to_war_with = GRV
		will_lead_to_war_with = NHS
		will_lead_to_war_with = MPH
		completion_reward = {
			WAR = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			MOG = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			YLL = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			NRH = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			PNB = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			BUL = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			MAG = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			FSJ = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			GRV = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			NHS = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			MPH = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}

	#The turncoats
	focus = {
		id = FSA_nf_b030
		icon = GFX_goal_generic_f76_player2
		x = 20
		y = 13
		cost = 30
		prerequisite = {
			focus = FSA_nf_b026
		}
		completion_reward = {
			add_manpower = 1000
		}
	}
}
