focus_tree = {
	id = FSK_nf
	continuous_focus_position = { x = 0 y = 0 }
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = FSK
		}
	}
	#A Man I'd Follow
	focus = {
		id = FSK_nf_a001
		icon = GFX_goal_generic_focus_magazine_backwood_get_off_my_lawn
		x = 13
		y = 1
		cost = 7
		completion_reward = {
			country_event = {
				id = KOS_nf_events.25
			}
		}
	}

	#Into Hell And Back
	focus = {
		id = FSK_nf_a002
		icon = GFX_goal_pal_burn_the_city
		x = 13
		y = 2
		cost = 7
		prerequisite = {
			focus = FSK_nf_a001
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.26
			}
		}
	}

	#Decades of Disappointment
	focus = {
		id = FSK_nf_a003
		icon = GFX_goal_generic_slums_focus
		x = 13
		y = 3
		cost = 7
		prerequisite = {
			focus = FSK_nf_a002
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.27
			}
		}
	}

	#Sending A Message
	focus = {
		id = FSK_nf_a004
		icon = GFX_goal_generic_bloody_sacrifice
		x = 13
		y = 4
		cost = 7
		prerequisite = {
			focus = FSK_nf_a003
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.271
			}
		}
	}

	#Develop The realm
	focus = {
		id = FSK_nf_a005
		icon = GFX_goal_generic_building_focus
		x = 5
		y = 5
		cost = 30
		prerequisite = {
			focus = FSK_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 = FSK_nf_a006
		icon = GFX_goal_generic_scrap_city_housing
		x = 2
		y = 6
		cost = 30
		prerequisite = {
			focus = FSK_nf_a005
		}
		completion_reward = {
			every_owned_state = {
				add_manpower = 500
			}
		}
	}

	#Industry For Peace
	focus = {
		id = FSK_nf_a007
		icon = GFX_goal_generic_wrench
		x = 4
		y = 6
		cost = 30
		prerequisite = {
			focus = FSK_nf_a005
		}
		mutually_exclusive = {
			focus = FSK_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 = FSK_nf_a008
		icon = GFX_goal_assembly_li
		x = 6
		y = 6
		cost = 30
		prerequisite = {
			focus = FSK_nf_a005
		}
		mutually_exclusive = {
			focus = FSK_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 = FSK_nf_a009
		icon = GFX_goal_generic_road_construction
		x = 8
		y = 6
		cost = 30
		prerequisite = {
			focus = FSK_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 = FSK_nf_a010
		icon = GFX_goal_generic_metal_focus
		x = 2
		y = 7
		cost = 30
		prerequisite = {
			focus = FSK_nf_a006
		}
		completion_reward = {
			random_core_state = {
				add_resource = {
					type = metal
					amount = 10
				}
			}
		}
	}

	#Construct Aqueducts
	focus = {
		id = FSK_nf_a011
		icon = GFX_goal_TTM_Water
		x = 4
		y = 7
		cost = 30
		prerequisite = {
			focus = FSK_nf_a007
		}
		completion_reward = {
			random_core_state = {
				add_resource = {
					type = water
					amount = 8
				}
			}
		}
	}

	#Construct Windfarms
	focus = {
		id = FSK_nf_a012
		icon = GFX_goal_TTM_Windmill
		x = 6
		y = 7
		cost = 30
		prerequisite = {
			focus = FSK_nf_a008
		}
		completion_reward = {
			random_core_state = {
				add_resource = {
					type = energy
					amount = 8
				}
			}
		}
	}

	#Toll Roads
	focus = {
		id = FSK_nf_a013
		icon = GFX_goal_cap_and_cash
		x = 8
		y = 7
		cost = 30
		prerequisite = {
			focus = FSK_nf_a009
		}
		completion_reward = {
			set_temp_variable = {
				caps_to_add = 100
			}
			add_caps = yes
		}
	}

	#Refine Our Architectural Style
	focus = {
		id = FSK_nf_a014
		icon = GFX_goal_generic_cities_focus
		x = 3
		y = 8
		cost = 30
		prerequisite = {
			focus = FSK_nf_a011
			focus = FSK_nf_a012
		}
		prerequisite = {
			focus = FSK_nf_a010
		}
		prerequisite = {
			focus = FSK_nf_a013
		}
		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = habitation_category
			}
		}
	}

	#The Palace Walls
	focus = {
		id = FSK_nf_a015
		icon = GFX_goal_generic_mountain_fortress
		x = 5
		y = 8
		cost = 30
		prerequisite = {
			focus = FSK_nf_a011
			focus = FSK_nf_a012
		}
		prerequisite = {
			focus = FSK_nf_a010
		}
		prerequisite = {
			focus = FSK_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 = FSK_nf_a016
		icon = GFX_goal_generic_sledgehammers
		x = 7
		y = 8
		cost = 30
		prerequisite = {
			focus = FSK_nf_a011
			focus = FSK_nf_a012
		}
		prerequisite = {
			focus = FSK_nf_a010
		}
		prerequisite = {
			focus = FSK_nf_a013
		}
		completion_reward = {
			add_ideas = KOS_builder_guilds_idea
		}
	}

	#Commission A monument
	focus = {
		id = FSK_nf_a017
		icon = GFX_goal_religion_flag
		x = 5
		y = 9
		cost = 30
		prerequisite = {
			focus = FSK_nf_a014
		}
		prerequisite = {
			focus = FSK_nf_a015
		}
		prerequisite = {
			focus = FSK_nf_a016
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.5
			}
		}
	}

	#A Grand Banquet
	focus = {
		id = FSK_nf_a018
		icon = GFX_goal_generic_wine
		x = 5
		y = 10
		cost = 30
		prerequisite = {
			focus = FSK_nf_a017
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.6
			}
		}
	}

	#Raise Levies
	focus = {
		id = FSK_nf_a019
		icon = GFX_goal_generic_ideological_fury_focus
		x = 20
		y = 5
		cost = 30
		prerequisite = {
			focus = FSK_nf_a004
		}
		completion_reward = {
			add_manpower = 500
		}
	}

	#For Expanding The Realm
	focus = {
		id = FSK_nf_a020
		icon = GFX_goal_generic_artillery
		x = 19
		y = 6
		cost = 30
		prerequisite = {
			focus = FSK_nf_a019
		}
		mutually_exclusive = {
			focus = FSK_nf_a021
		}
		completion_reward = {
			add_ideas = KOS_levies_expand_idea
		}
	}

	#For Defending The Realm
	focus = {
		id = FSK_nf_a021
		icon = GFX_goal_generic_bunkers_focus
		x = 21
		y = 6
		cost = 30
		prerequisite = {
			focus = FSK_nf_a019
		}
		mutually_exclusive = {
			focus = FSK_nf_a020
		}
		completion_reward = {
			add_ideas = KOS_levies_defend_idea
		}
	}

	#Buy Remington Arms
	focus = {
		id = FSK_nf_a022
		icon = GFX_goal_generic_rifle_combat
		x = 18
		y = 7
		cost = 30
		prerequisite = {
			focus = FSK_nf_a020
		}
		completion_reward = {
			add_equipment_to_stockpile = {
				type = ballistic_equipment_2
				amount = 250
				producer = REM
			}
		}
	}

	#Study Past Battles
	focus = {
		id = FSK_nf_a023
		icon = GFX_goal_generic_backroom_planning
		x = 20
		y = 7
		cost = 30
		prerequisite = {
			focus = FSK_nf_a020
			focus = FSK_nf_a021
		}
		completion_reward = {
			army_experience = 75
		}
	}

	#Watch The Borders
	focus = {
		id = FSK_nf_a024
		icon = GFX_goal_generic_outpost
		x = 22
		y = 7
		cost = 30
		prerequisite = {
			focus = FSK_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 = FSK_nf_a025
		icon = GFX_goal_generic_mexican_infantry
		x = 19
		y = 8
		cost = 30
		prerequisite = {
			focus = FSK_nf_a022
		}
		prerequisite = {
			focus = FSK_nf_a023
		}
		mutually_exclusive = {
			focus = FSK_nf_a026
		}
		completion_reward = {
			swap_ideas = {
				remove_idea = KOS_levies_expand_idea
				add_idea = KOS_levies_expand_2_idea
			}
		}
	}

	#Village Militia Training
	focus = {
		id = FSK_nf_a026
		icon = GFX_goal_generic_focus_magazine_gunsandbullets_take_aim
		x = 21
		y = 8
		cost = 30
		prerequisite = {
			focus = FSK_nf_a024
		}
		prerequisite = {
			focus = FSK_nf_a023
		}
		mutually_exclusive = {
			focus = FSK_nf_a025
		}
		completion_reward = {
			swap_ideas = {
				remove_idea = KOS_levies_defend_idea
				add_idea = KOS_levies_defend_2_idea
			}
		}
	}

	#Drill The Officers
	focus = {
		id = FSK_nf_a027
		icon = GFX_goal_generic_land_doctrines_focus
		x = 20
		y = 9
		cost = 30
		prerequisite = {
			focus = FSK_nf_a025
			focus = FSK_nf_a026
		}
		completion_reward = {
			every_unit_leader = {
				gain_xp = 250
			}
		}
	}

	#Ready to Serve
	focus = {
		id = FSK_nf_a028
		icon = GFX_goal_generic_western
		x = 20
		y = 10
		cost = 30
		prerequisite = { focus = FSK_nf_a027 }
		completion_reward = {
			hidden_effect = {
				if = {
					limit = {
						has_completed_focus = FSK_nf_a025
					}
					load_oob = "FSK_aggressive_oob"
				}
				else = {
					load_oob = "FSK_defensive_oob"
				}
			}
			custom_effect_tooltip = KOS_armies_ready_tt
		}
	}

	#Making Friends
	focus = {
		id = FSK_nf_b001
		icon = GFX_goal_generic_generic_diplomatic_focus
		x = 12
		y = 5
		cost = 30
		prerequisite = {
			focus = FSK_nf_a004
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.28
			}
		}
	}

	#The Green Bastards
	focus = {
		id = FSK_nf_b002
		icon = GFX_goal_behemoth_green
		x = 10
		y = 6
		cost = 30
		prerequisite = {
			focus = FSK_nf_b001
		}
		mutually_exclusive = {
			focus = FSK_nf_b003
			focus = FSK_nf_b007
		}
		completion_reward = {
			FSA = {
				country_event = {
					id = KOS_nf_events.29
				}
			}
		}
	}

	#We All Rise
	focus = {
		id = FSK_nf_b003
		icon = GFX_goal_generic_pastor_congregation
		x = 12
		y = 6
		cost = 30
		prerequisite = {
			focus = FSK_nf_b001
		}
		mutually_exclusive = {
			focus = FSK_nf_b002
			focus = FSK_nf_b007
		}
		completion_reward = {
			FSA = {
				country_event = {
					id = KOS_nf_events.29
				}
			}
			HDL = {
				country_event = {
					id = KOS_nf_events.30
				}
			}
		}
	}

	#Parts Unknown
	focus = {
		id = FSK_nf_b004
		icon = GFX_goal_generic_transmitter_1
		x = 10
		y = 7
		cost = 30
		prerequisite = {
			focus = FSK_nf_b002
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.31
			}
		}
	}

	#Bleeding Dry
	focus = {
		id = FSK_nf_b005
		icon = GFX_goal_generic_skulls
		x = 12
		y = 7
		cost = 30
		prerequisite = {
			focus = FSK_nf_b003
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.32
			}
		}
	}

	#The Queen's Enemies
	focus = {
		id = FSK_nf_b006
		icon = GFX_goal_pal_the_league
		x = 16
		y = 5
		cost = 30
		prerequisite = {
			focus = FSK_nf_a004
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.33
			}
		}
	}

	#Sway the Council
	focus = {
		id = FSK_nf_b007
		icon = GFX_goal_bobble_head_speech
		x = 14
		y = 6
		cost = 30
		prerequisite = {
			focus = FSK_nf_b001
		}
		mutually_exclusive = {
			focus = FSK_nf_b002
			focus = FSK_nf_b003
		}
		completion_reward = {
			HDL = {
				country_event = {
					id = KOS_nf_events.30
				}
			}
		}
	}

	#Bolster Our Ranks
	focus = {
		id = FSK_nf_b008
		icon = GFX_goal_army_mobilize
		x = 16
		y = 6
		cost = 30
		prerequisite = {
			focus = FSK_nf_b006
		}
		completion_reward = {
			if = {
				limit = {
					has_country_flag = KOS_hellcat_flag
				}
				hidden_effect = {
					load_oob = "FSK_hellcats_oob"
				}
				custom_effect_tooltip = KOS_carolina_allies_tt
			}
			else_if = {
				limit = {
					has_country_flag = KOS_wilmington_flag
				}
				hidden_effect = {
					load_oob = "FSK_wilmington_oob"
				}
				custom_effect_tooltip = KOS_carolina_allies_tt
			}
			else = {
				hidden_effect = {
					load_oob = "FSK_free_states_oob"
				}
				custom_effect_tooltip = KOS_carolina_allies_tt
			}
		}
	}

	#Petty Factions
	focus = {
		id = FSK_nf_b009
		icon = GFX_goal_pal_contact_other_gangs
		x = 14
		y = 7
		cost = 30
		prerequisite = {
			focus = FSK_nf_b007
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.34
			}
		}
	}

	#Additional Supplies
	focus = {
		id = FSK_nf_b010
		icon = GFX_goal_generic_regular_firearms_focus
		x = 16
		y = 7
		cost = 30
		prerequisite = {
			focus = FSK_nf_b008
		}
		completion_reward = {
			if = {
				limit = {
					has_country_flag = KOS_hellcat_flag
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 150
					producer = HLC
				}
				add_equipment_to_stockpile = {
					type = power_armor_equipment
					amount = 100
					producer = HLC
				}
			}
			else_if = {
				limit = {
					has_country_flag = KOS_wilmington_flag
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 250
					producer = MER
				}
			}
			else = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 250
					producer = CFS
				}
			}
		}
	}

	#Time To Strike
	focus = {
		id = FSK_nf_b011
		icon = GFX_goal_generic_war_focus
		x = 13
		y = 8
		cost = 30
		prerequisite = {
			focus = FSK_nf_b004
			focus = FSK_nf_b005
			focus = FSK_nf_b009
		}
		prerequisite = {
			focus = FSK_nf_b010
		}
		available = {
			date > 2276.01.01
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.35
			}
		}
	}

	#Raise Peasant Levies
	focus = {
		id = FSK_nf_b012
		icon = GFX_goal_generic_focus_spears
		x = 12
		y = 9
		cost = 30
		prerequisite = {
			focus = FSK_nf_b011
		}
		available = {
			has_war_with = KOS
		}
		completion_reward = {
			hidden_effect = {
				load_oob = "FSK_peasant_levy_oob"
			}
			custom_effect_tooltip = KOS_peasant_tt
			add_war_support = -0.10
		}
	}

	#Barricate The Capital
	focus = {
		id = FSK_nf_b013
		icon = GFX_goal_generic_bunkers_focus
		x = 14
		y = 9
		cost = 30
		available = {
			has_war_with = KOS
		}
		prerequisite = {
			focus = FSK_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
					}
				}
			}
		}
	}

	#Dire For Our Duke
	focus = {
		id = FSK_nf_b014
		icon = GFX_goal_generic_focus_spears_2
		x = 13
		y = 10
		cost = 30
		available = {
			has_war_with = KOS
		}
		prerequisite = {
			focus = FSK_nf_b012
		}
		prerequisite = {
			focus = FSK_nf_b013
		}
		completion_reward = {
			hidden_effect = {
				load_oob = "KOS_peasant_levy_oob"
			}
			custom_effect_tooltip = KOS_peasant_tt
			add_war_support = -0.15
			add_ideas = child_conscription
		}
	}

	#Kingdom of Charlotte
	focus = {
		id = FSK_nf_b015
		icon = GFX_goal_pal_vc_puppet
		x = 10
		y = 11
		cost = 30
		available = {
			KOS = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		prerequisite = {
			focus = FSK_nf_b011
		}
		mutually_exclusive = {
			focus = FSK_nf_b023
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.36
			}
			set_faction_name = FSK_FACTION_NAME
		}
	}

	#Charlotte's Airport
	focus = {
		id = FSK_nf_b016
		icon = GFX_goal_generic_aircraft_stingray
		x = 8
		y = 12
		cost = 30
		prerequisite = {
			focus = FSK_nf_b015
		}
		completion_reward = {
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 3
					instant_build = yes
				}
			}
			set_technology = {
				air_tech_level_settler = 1
			}
		}
	}

	#Sacking of Savannah
	focus = {
		id = FSK_nf_b017
		icon = GFX_goal_ancient_wealth
		x = 10
		y = 12
		cost = 30
		prerequisite = {
			focus = FSK_nf_b015
		}
		completion_reward = {
			set_temp_variable = {
				caps_to_add = 350
			}
			add_caps = yes
		}
	}

	#Carolina Expansion
	focus = {
		id = FSK_nf_b018
		icon = GFX_goal_generic_gentlemen_sniper
		x = 13
		y = 12
		cost = 30
		prerequisite = {
			focus = FSK_nf_b015
			focus = FSK_nf_b023
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.38
			}
		}
	}

	#The Royal Air Force
	focus = {
		id = FSK_nf_b019
		icon = GFX_goal_generic_fly
		x = 7
		y = 13
		cost = 30
		prerequisite = {
			focus = FSK_nf_b016
		}
		completion_reward = {
			add_equipment_to_stockpile = {
				type = fighter_equipment_2
				amount = 50
			}
			add_tech_bonus = {
				bonus = 0.25
				uses = 3
				category = air_tech_category
			}
		}
	}

	#The Nautical Archives
	focus = {
		id = FSK_nf_b020
		icon = GFX_goal_generic_naval_doctrines_focus
		x = 9
		y = 13
		cost = 30
		prerequisite = {
			focus = FSK_nf_b017
		}
		completion_reward = {
			add_tech_bonus = {
				bonus = 0.50
				uses = 2
				category = naval_tech_category
			}
		}
	}

	#The Royal Armory
	focus = {
		id = FSK_nf_b021
		icon = GFX_goal_generic_minigun
		x = 11
		y = 13
		cost = 30
		prerequisite = { focus = FSK_nf_b017 }
		completion_reward = {
			add_equipment_to_stockpile = {
				type = ballistic_equipment_3
				amount = 150
			}
			add_equipment_to_stockpile = {
				type = plasma_weaponry_1
				amount = 50
			}
			add_equipment_to_stockpile = {
				type = fireteam_equipment_5
				amount = 50
			}
			add_equipment_to_stockpile = {
				type = flamer_demolitions_equipment_2
				amount = 50
			}
		}
	}

	#A New Fiefdom
	focus = {
		id = FSK_nf_b022
		icon = GFX_goal_generic_medal
		x = 13
		y = 13
		cost = 30
		prerequisite = {
			focus = FSK_nf_b018
		}
		available = {
			HLC = {
				all_core_land_owned_by_prev_sphere = yes
			}
			MER = {
				all_core_land_owned_by_prev_sphere = yes
			}
			CFS = {
				all_core_land_owned_by_prev_sphere = yes
			}
			BRB = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		completion_reward = {
			if = {
				limit = {
					is_in_faction_with = HLC
				}
				every_owned_state = {
					limit = {
						OR = {
							is_core_of = MAG
							is_core_of = MER
							is_core_of = BRB
							is_core_of = CFS
						}
					}
					transfer_state_to = HLC
				}
			}
			else = {
				hidden_effect = {
					every_owned_state = {
						limit = {
							OR = {
								is_core_of = MAG
								is_core_of = MER
								is_core_of = BRB
								is_core_of = CFS
								is_core_of = HLC
							}
						}
						add_core_of = FSN
					}
				}
				release_puppet = FSN
			}
		}
	}

	#Assume The Royal Title
	focus = {
		id = FSK_nf_b023
		icon = GFX_goal_BDT_skeleton_king
		x = 16
		y = 11
		cost = 30
		available = {
			KOS = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		prerequisite = {
			focus = FSK_nf_b011
		}
		mutually_exclusive = {
			focus = FSK_nf_b015
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.37
			}
			set_faction_name = FSK_FACTION_NAME
		}
	}

	#Rebuilding Savannah
	focus = {
		id = FSK_nf_b024
		icon = GFX_goal_generic_engineer_builder
		x = 16
		y = 12
		cost = 30
		prerequisite = {
			focus = FSK_nf_b023
		}
		completion_reward = {
			capital_scope = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
				add_resource = {
					type = metal
					amount = 5
				}
			}
		}
	}

	#Industrial Serfdom
	focus = {
		id = FSK_nf_b025
		icon = GFX_goal_generic_enginner_worker
		x = 15
		y = 13
		cost = 30
		prerequisite = {
			focus = FSK_nf_b024
		}
		completion_reward = {
			add_ideas = KOS_industrial_serfdom_idea
		}
	}

	#Expand Our Ports
	focus = {
		id = FSK_nf_b026
		icon = GFX_goal_generic_fishing_boat
		x = 18
		y = 12
		cost = 30
		prerequisite = {
			focus = FSK_nf_b023
		}
		completion_reward = {
			capital_scope = {
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}

	#Study Defensive Failures
	focus = {
		id = FSK_nf_b027
		icon = GFX_goal_generic_automatron_splash
		x = 17
		y = 13
		cost = 30
		prerequisite = {
			focus = FSK_nf_b024
		}
		completion_reward = {
			capital_scope = {
				add_state_modifier = {
					modifier = {
						enemy_attrition = 0.3
					}
				}
			}
		}
	}

	#Rebuild The Royal Navy
	focus = {
		id = FSK_nf_b028
		icon = GFX_goal_generic_boat_boat
		x = 19
		y = 13
		cost = 30
		prerequisite = {
			focus = FSK_nf_b026
		}
		completion_reward = {
			add_tech_bonus = {
				bonus = 0.50
				uses = 2
				category = naval_tech_category
			}
			hidden_effect = {
				load_oob = "KOS_2275_naval_oob"
			}
			custom_effect_tooltip = KOS_navy_tt
		}
	}
}


