focus_tree = {
	id = HDL_nf
	continuous_focus_position = { x = 0 y = 0 }
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = HDL
		}
	}
	#The Lords of Brunswick
	focus = {
		id = HDL_nf_a001
		icon = GFX_goal_pal_the_league
		x = 13
		y = 1
		cost = 7
		completion_reward = {
			country_event = {
				id = KOS_nf_events.39
			}
		}
	}

	#Bending The Knee
	focus = {
		id = HDL_nf_a002
		icon = GFX_goal_pal_vc_puppet
		x = 13
		y = 2
		cost = 7
		prerequisite = {
			focus = HDL_nf_a001
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.40
			}
		}
	}

	#Looking Inward
	focus = {
		id = HDL_nf_a003
		icon = GFX_goal_generic_scrap_city_housing
		x = 13
		y = 3
		cost = 7
		prerequisite = {
			focus = HDL_nf_a002
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.41
			}
		}
	}

	#The Latest Debate
	focus = {
		id = HDL_nf_a004
		icon = GFX_goal_pal_vault_city
		x = 13
		y = 4
		cost = 7
		prerequisite = {
			focus = HDL_nf_a003
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.42
			}
		}
	}

	#Develop The realm
	focus = {
		id = HDL_nf_a005
		icon = GFX_goal_generic_building_focus
		x = 5
		y = 5
		cost = 30
		prerequisite = {
			focus = HDL_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 = HDL_nf_a006
		icon = GFX_goal_generic_scrap_city_housing
		x = 2
		y = 6
		cost = 30
		prerequisite = {
			focus = HDL_nf_a005
		}
		completion_reward = {
			every_owned_state = {
				add_manpower = 500
			}
		}
	}

	#Industry For Peace
	focus = {
		id = HDL_nf_a007
		icon = GFX_goal_generic_wrench
		x = 4
		y = 6
		cost = 30
		prerequisite = {
			focus = HDL_nf_a005
		}
		mutually_exclusive = {
			focus = HDL_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 = HDL_nf_a008
		icon = GFX_goal_assembly_li
		x = 6
		y = 6
		cost = 30
		prerequisite = {
			focus = HDL_nf_a005
		}
		mutually_exclusive = {
			focus = HDL_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 = HDL_nf_a009
		icon = GFX_goal_generic_road_construction
		x = 8
		y = 6
		cost = 30
		prerequisite = {
			focus = HDL_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 = HDL_nf_a010
		icon = GFX_goal_generic_metal_focus
		x = 2
		y = 7
		cost = 30
		prerequisite = {
			focus = HDL_nf_a006
		}
		completion_reward = {
			random_core_state = {
				add_resource = {
					type = metal
					amount = 10
				}
			}
		}
	}

	#Construct Aqueducts
	focus = {
		id = HDL_nf_a011
		icon = GFX_goal_TTM_Water
		x = 4
		y = 7
		cost = 30
		prerequisite = {
			focus = HDL_nf_a007
		}
		completion_reward = {
			random_core_state = {
				add_resource = {
					type = water
					amount = 8
				}
			}
		}
	}

	#Construct Windfarms
	focus = {
		id = HDL_nf_a012
		icon = GFX_goal_TTM_Windmill
		x = 6
		y = 7
		cost = 30
		prerequisite = {
			focus = HDL_nf_a008
		}
		completion_reward = {
			random_core_state = {
				add_resource = {
					type = energy
					amount = 8
				}
			}
		}
	}

	#Toll Roads
	focus = {
		id = HDL_nf_a013
		icon = GFX_goal_cap_and_cash
		x = 8
		y = 7
		cost = 30
		prerequisite = {
			focus = HDL_nf_a009
		}
		completion_reward = {
			set_temp_variable = {
				caps_to_add = 100
			}
			add_caps = yes
		}
	}

	#Refine Our Architectural Style
	focus = {
		id = HDL_nf_a014
		icon = GFX_goal_generic_cities_focus
		x = 3
		y = 8
		cost = 30
		prerequisite = {
			focus = HDL_nf_a011
			focus = HDL_nf_a012
		}
		prerequisite = {
			focus = HDL_nf_a010
		}
		prerequisite = {
			focus = HDL_nf_a013
		}
		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = habitation_category
			}
		}
	}

	#The Palace Walls
	focus = {
		id = HDL_nf_a015
		icon = GFX_goal_generic_mountain_fortress
		x = 5
		y = 8
		cost = 30
		prerequisite = {
			focus = HDL_nf_a011
			focus = HDL_nf_a012
		}
		prerequisite = {
			focus = HDL_nf_a010
		}
		prerequisite = {
			focus = HDL_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 = HDL_nf_a016
		icon = GFX_goal_generic_sledgehammers
		x = 7
		y = 8
		cost = 30
		prerequisite = {
			focus = HDL_nf_a011
			focus = HDL_nf_a012
		}
		prerequisite = {
			focus = HDL_nf_a010
		}
		prerequisite = {
			focus = HDL_nf_a013
		}
		completion_reward = {
			add_ideas = KOS_builder_guilds_idea
		}
	}

	#Commission A monument
	focus = {
		id = HDL_nf_a017
		icon = GFX_goal_religion_flag
		x = 5
		y = 9
		cost = 30
		prerequisite = {
			focus = HDL_nf_a014
		}
		prerequisite = {
			focus = HDL_nf_a015
		}
		prerequisite = {
			focus = HDL_nf_a016
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.5
			}
		}
	}

	#A Grand Banquet
	focus = {
		id = HDL_nf_a018
		icon = GFX_goal_generic_wine
		x = 5
		y = 10
		cost = 30
		prerequisite = {
			focus = HDL_nf_a017
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.6
			}
		}
	}

	#Raise Levies
	focus = {
		id = HDL_nf_a019
		icon = GFX_goal_generic_ideological_fury_focus
		x = 20
		y = 5
		cost = 30
		prerequisite = {
			focus = HDL_nf_a004
		}
		completion_reward = {
			add_manpower = 500
		}
	}

	#For Expanding The Realm
	focus = {
		id = HDL_nf_a020
		icon = GFX_goal_generic_artillery
		x = 19
		y = 6
		cost = 30
		prerequisite = {
			focus = HDL_nf_a019
		}
		mutually_exclusive = {
			focus = HDL_nf_a021
		}
		completion_reward = {
			add_ideas = KOS_levies_expand_idea
		}
	}

	#For Defending The Realm
	focus = {
		id = HDL_nf_a021
		icon = GFX_goal_generic_bunkers_focus
		x = 21
		y = 6
		cost = 30
		prerequisite = {
			focus = HDL_nf_a019
		}
		mutually_exclusive = {
			focus = HDL_nf_a020
		}
		completion_reward = {
			add_ideas = KOS_levies_defend_idea
		}
	}

	#Buy Remington Arms
	focus = {
		id = HDL_nf_a022
		icon = GFX_goal_generic_rifle_combat
		x = 18
		y = 7
		cost = 30
		prerequisite = {
			focus = HDL_nf_a020
		}
		completion_reward = {
			add_equipment_to_stockpile = {
				type = ballistic_equipment_2
				amount = 250
				producer = REM
			}
		}
	}

	#Study Past Battles
	focus = {
		id = HDL_nf_a023
		icon = GFX_goal_generic_backroom_planning
		x = 20
		y = 7
		cost = 30
		prerequisite = {
			focus = HDL_nf_a020
			focus = HDL_nf_a021
		}
		completion_reward = {
			army_experience = 75
		}
	}

	#Watch The Borders
	focus = {
		id = HDL_nf_a024
		icon = GFX_goal_generic_outpost
		x = 22
		y = 7
		cost = 30
		prerequisite = {
			focus = HDL_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 = HDL_nf_a025
		icon = GFX_goal_generic_mexican_infantry
		x = 19
		y = 8
		cost = 30
		prerequisite = {
			focus = HDL_nf_a022
		}
		prerequisite = {
			focus = HDL_nf_a023
		}
		mutually_exclusive = {
			focus = HDL_nf_a026
		}
		completion_reward = {
			swap_ideas = {
				remove_idea = KOS_levies_expand_idea
				add_idea = KOS_levies_expand_2_idea
			}
		}
	}

	#Village Militia Training
	focus = {
		id = HDL_nf_a026
		icon = GFX_goal_generic_focus_magazine_gunsandbullets_take_aim
		x = 21
		y = 8
		cost = 30
		prerequisite = {
			focus = HDL_nf_a024
		}
		prerequisite = {
			focus = HDL_nf_a023
		}
		mutually_exclusive = {
			focus = HDL_nf_a025
		}
		completion_reward = {
			swap_ideas = {
				remove_idea = KOS_levies_defend_idea
				add_idea = KOS_levies_defend_2_idea
			}
		}
	}

	#Drill The Officers
	focus = {
		id = HDL_nf_a027
		icon = GFX_goal_generic_land_doctrines_focus
		x = 20
		y = 9
		cost = 30
		prerequisite = {
			focus = HDL_nf_a025
			focus = HDL_nf_a026
		}
		completion_reward = {
			every_unit_leader = {
				gain_xp = 250
			}
		}
	}

	#Ready to Serve
	focus = {
		id = HDL_nf_a028
		icon = GFX_goal_generic_western
		x = 20
		y = 10
		cost = 30
		prerequisite = {
			focus = HDL_nf_a027
		}
		completion_reward = {
			hidden_effect = {
				if = {
					limit = {
						has_completed_focus = FSA_nf_a025
					}
					load_oob = "HDL_aggressive_oob"
				}
				else = {
					load_oob = "HDL_defensive_oob"
				}
			}
			custom_effect_tooltip = KOS_armies_ready_tt
		}
	}

	#Naval Ambition
	focus = {
		id = HDL_nf_b001
		icon = GFX_goal_generic_naval_doctrines_focus
		x = 11
		y = 5
		cost = 30
		prerequisite = {
			focus = HDL_nf_a004
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.43
			}
		}
	}

	#Abandon Old Ideas
	focus = {
		id = HDL_nf_b002
		icon = GFX_goal_poseidon_poster
		x = 10
		y = 6
		cost = 30
		prerequisite = {
			focus = HDL_nf_b001
		}
		mutually_exclusive = {
			focus = HDL_nf_b003
		}
		completion_reward = {
			capital_scope = {
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
				add_building_construction = {
						type = naval_base
						level = 1
					instant_build = yes
					province = {
						all_provinces = yes
							limit_to_victory_point > 1
					}
				}
			}
			add_tech_bonus = {
				bonus = 0.25
				uses = 2
				category = naval_tech_category
			}
			HDL = {
				add_power_balance_value = {
					id = HDL_loyalty_bop
					value = -0.15
					tooltip_side = HDL_loyal_duke
				}
			}
		}
	}

	#Don't Fuck with Tradition
	focus = {
		id = HDL_nf_b003
		icon = GFX_goal_generic_spartan_legacy
		x = 12
		y = 6
		cost = 30
		prerequisite = {
			focus = HDL_nf_b001
		}
		mutually_exclusive = {
			focus = HDL_nf_b002
		}
		completion_reward = {
			HDL = {
				add_power_balance_value = {
					id = HDL_loyalty_bop
					value = 0.15
					tooltip_side = HDL_loyal_queen
				}
			}
			country_event = {
				id = KOS_nf_events.45
			}
		}
	}

	#Adapt Merchant Ships
	focus = {
		id = HDL_nf_b004
		icon = GFX_goal_generic_fishing_boat
		x = 10
		y = 7
		cost = 30
		prerequisite = {
			focus = HDL_nf_b002
		}
		completion_reward = {
			create_equipment_variant = {
				name = "River Boat"
				type = ship_hull_light_1
				name_group = NCR_LIGHT
				parent_version = 0
				modules = {
					fixed_ship_command_slot = ship_command_module_1
					fixed_ship_engine_slot = light_ship_oars_module
					fixed_ship_battery_slot = ship_light_mounted_gun_module
					# fixed_ship_battery_slot_1 = ship_light_mounted_gun_module
					fixed_ship_detection_slot = ship_detection_module_1
					# fixed_ship_detection_slot_1 = empty
					fixed_ship_point_defense_slot = empty
					mid_1_custom_slot = light_ship_oars_module
					rear_1_custom_slot = empty
					rear_2_custom_slot = ship_light_mounted_gun_module
				}
			}
			hidden_effect = {
				load_oob = "HDL_naval_oob"
			}
			custom_effect_tooltip = KOS_navy_tt
		}
	}

	#Who needs boats
	focus = {
		id = HDL_nf_b005
		icon = GFX_goal_generic_gentlemen_sniper
		x = 12
		y = 7
		cost = 30
		prerequisite = {
			focus = HDL_nf_b003
		}
		completion_reward = {
			if = {
				limit = {
					has_country_flag = KOS_prioritized_industry_flag
				}
				capital_scope = {
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
					add_extra_state_shared_building_slots = 2
				}
			}
			else_if = {
				limit = {
					has_country_flag = KOS_prioritized_weapons_flag
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 350
				}
			}
			else = {
				set_temp_variable = {
					caps_to_add = 125
				}
				add_caps = yes
			}
		}
	}

	#Mayport's raids
	focus = {
		id = HDL_nf_b006
		icon = GFX_goal_pal_back_to_raiding
		x = 15
		y = 5
		cost = 30
		prerequisite = {
			focus = HDL_nf_a004
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.44
			}
		}
	}

	#Permission to Board?
	focus = {
		id = HDL_nf_b007
		icon = GFX_goal_generic_backroom_planning
		x = 14
		y = 6
		cost = 30
		prerequisite = {
			focus = HDL_nf_b006
		}
		mutually_exclusive = {
			focus = HDL_nf_b008
		}
		completion_reward = {
			KOS = {
				country_event = {
					id = KOS_nf_events.46
				}
			}
		}
	}

	#Boarding Action
	focus = {
		id = HDL_nf_b008
		icon = GFX_goal_generic_f76_player
		x = 16
		y = 6
		cost = 30
		prerequisite = {
			focus = HDL_nf_b006
		}
		mutually_exclusive = {
			focus = HDL_nf_b007
		}
		will_lead_to_war_with = JVA
		completion_reward = {
			add_power_balance_value = {
				id = FSA_loyalty_bop
				value = -0.1
				tooltip_side = FSA_disloyal
			}
			declare_war_on = {
				target = JVA
				type = annex_everything
			}
		}
	}

	#A Parlay
	focus = {
		id = HDL_nf_b009
		icon = GFX_goal_pal_contact_other_gangs
		x = 14
		y = 7
		cost = 30
		prerequisite = {
			focus = HDL_nf_b007
			focus = HDL_nf_b008
		}
		available = {
			JVA = {
				exists = no
			}
			JVA = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.47
			}
		}
	}

	#Pull Back & Hold
	focus = {
		id = HDL_nf_b010
		icon = GFX_goal_generic_outpost
		x = 16
		y = 7
		cost = 30
		prerequisite = {
			focus = HDL_nf_b007
			focus = HDL_nf_b008
		}
		available = {
			has_country_flag = KOS_no_jva_attack_flag
		}
		completion_reward = {
			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 = JVA
					}
				}
			}
		}
	}

	#So Much For Unity
	focus = {
		id = HDL_nf_b011
		icon = GFX_goal_pal_burn_the_city
		x = 13
		y = 8
		cost = 30
		available = {
			custom_trigger_tooltip = {
				tooltip = KOS_2_tt
				always = no
			}
		}
		prerequisite = {
			focus = HDL_nf_b004
			focus = HDL_nf_b005
		}
		prerequisite = {
			focus = HDL_nf_b009
			focus = HDL_nf_b010
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.21
			}
		}
	}

	#Raise Peasant Levies
	focus = {
		id = HDL_nf_b012
		icon = GFX_goal_generic_focus_spears
		x = 12
		y = 9
		cost = 30
		prerequisite = {
			focus = HDL_nf_b011
		}
		available = {
			OR = {
				has_war_with = FSK
				has_war_with = KOS
			}
		}
		completion_reward = {
			hidden_effect = {
				load_oob = "HDL_peasant_levy_oob"
			}
			custom_effect_tooltip = KOS_peasant_tt
			add_war_support = -0.10
		}
	}

	#Barricade The capital
	focus = {
		id = HDL_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 = HDL_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 = HDL_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 = HDL_nf_b012
		}
		prerequisite = {
			focus = HDL_nf_b013
		}
		completion_reward = {
			hidden_effect = {
				load_oob = "HDL_peasant_levy_oob"
			}
			custom_effect_tooltip = KOS_peasant_tt
			add_war_support = -0.15
			add_ideas = child_conscription
		}
	}

	#The Queen Reigns
	focus = {
		id = HDL_nf_b015
		icon = GFX_goal_generic_in_control
		x = 9
		y = 11
		cost = 30
		available = {
			KOS = {
				exists = yes
			}
			FSK = {
				exists = no
			}
		}
		prerequisite = {
			focus = HDL_nf_b011
		}
		mutually_exclusive = {
			focus = HDL_nf_b023
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.22
			}
		}
	}

	#Back To Jacksonville
	focus = {
		id = HDL_nf_b016
		icon = GFX_goal_generic_sign_danger
		x = 7
		y = 12
		cost = 30
		prerequisite = {
			focus = HDL_nf_b015
		}
		bypass = {
			JVA = {
				exists = no
			}
			JVA = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		will_lead_to_war_with = JVA
		completion_reward = {
			declare_war_on = {
				target = JVA
				type = annex_everything
			}
		}
	}

	#The Canal Compromise
	focus = {
		id = HDL_nf_b017
		icon = GFX_goal_generic_buoy
		x = 9
		y = 12
		cost = 30
		prerequisite = {
			focus = HDL_nf_b015
		}
		bypass = {
			JVA = {
				all_core_land_owned_by_prev_sphere = yes
			}
			BGF = {
				all_core_land_owned_by_prev_sphere = yes
			}
			OEC = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		will_lead_to_war_with = BGF
		will_lead_to_war_with = JVA
		will_lead_to_war_with = OEC
		completion_reward = {
			if = {
				limit = {
					JVA = {
						exists = yes
					}
				}
				JVA = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
			}
			BGF = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			OEC = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}

	#Florida's Gateway
	focus = {
		id = HDL_nf_b018
		icon = GFX_goal_generic_brahmin_trade
		x = 11
		y = 12
		cost = 30
		prerequisite = {
			focus = HDL_nf_b015
		}
		available = {
			JVA = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		completion_reward = {
			add_ideas = KOS_florida_gateway_idea
		}
	}

	#Lords of Mayport
	focus = {
		id = HDL_nf_b019
		icon = GFX_goal_feral_stonks
		x = 6
		y = 13
		cost = 30
		prerequisite = {
			focus = HDL_nf_b016
		}
		available = {
			JVA = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		completion_reward = {
			if = {
				limit = {
					has_completed_focus = HDL_nf_b010
				}
				country_event = {
					id = KOS_nf_events.47
				}
			}
			add_political_power = 150
		}
	}

	#In Shining Armor
	focus = {
		id = HDL_nf_b020
		icon = GFX_goal_generic_f76_player3
		x = 8
		y = 13
		cost = 30
		available = {
			BGF = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		prerequisite = {
			focus = HDL_nf_b017
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.48
			}
		}
	}

	#Florida's Fiefdom
	focus = {
		id = HDL_nf_b021
		icon = GFX_goal_generic_wizard_hat
		x = 10
		y = 13
		cost = 30
		available = {
			NWO = {
				exists = yes
			}
		}
		prerequisite = {
			focus = HDL_nf_b017
		}
		completion_reward = {
			NWO = {
				country_event = {
					id = KOS_nf_events.49
				}
			}
		}
	}

	#Rich Lords Are Happy Lords
	focus = {
		id = HDL_nf_b022
		icon = GFX_goal_ancient_wealth_2
		x = 12
		y = 13
		cost = 30
		prerequisite = {
			focus = HDL_nf_b018
		}
		completion_reward = {
			add_stability = 0.10
			set_temp_variable = {
				caps_to_add = 150
			}
			add_caps = yes
		}
	}

	#Sided With Duke
	focus = {
		id = HDL_nf_b023
		icon = GFX_goal_generic_dark_cultist_2
		x = 17
		y = 11
		cost = 30
		prerequisite = {
			focus = HDL_nf_b011
		}
		mutually_exclusive = {
			focus = HDL_nf_b015
		}
		available = {
			FSK = {
				exists = yes
			}
			KOS = {
				exists = no
			}
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.24
			}
		}
	}

	#The Merchant Marine
	focus = {
		id = HDL_nf_b024
		icon = GFX_goal_generic_boat_sailboat_small
		x = 15
		y = 12
		cost = 30
		prerequisite = {
			focus = HDL_nf_b023
		}
		completion_reward = {
			add_ideas = KOS_merchant_marine_funded_idea
		}
	}

	#Florida's Riches
	focus = {
		id = HDL_nf_b025
		icon = GFX_goal_cap_and_cash
		x = 17
		y = 12
		cost = 30
		prerequisite = {
			focus = HDL_nf_b023
		}
		completion_reward = {
			hidden_effect = {
				BGF = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				OEC = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				NRH = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				EGB = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				SPH = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				SCG = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				DYT = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				NWO = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				OBA = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				FEC = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				CRU = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				TBG = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				BAH = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				AOM = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				DSF = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				SEM = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
				FOD = {
					ROOT = {
						grant_wargoals_on_core_states_of_prev = yes
					}
				}
			}
			custom_effect_tooltip = KOS_3_tt
		}
	}

	#Cede Savannah
	focus = {
		id = HDL_nf_b026
		icon = GFX_goal_generic_bubblegum
		x = 19
		y = 12
		cost = 30
		prerequisite = {
			focus = HDL_nf_b023
		}
		bypass = {
			NOT = {
				any_owned_state = {
					is_core_of = KOS
				}
			}
		}
		completion_reward = {
			every_owned_state = {
				limit = {
					is_core_of = KOS
				}
				transfer_state_to = FSK
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 750
				producer = KOS
			}
		}
	}

	#Savannah's Shipyards
	focus = {
		id = HDL_nf_b027
		icon = GFX_goal_generic_wrench_2
		x = 14
		y = 13
		cost = 30
		prerequisite = {
			focus = HDL_nf_b024
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.50
			}
		}
	}

	#Lords of The Fountain
	focus = {
		id = HDL_nf_b028
		icon = GFX_goal_generic_water
		x = 16
		y = 13
		cost = 30
		prerequisite = {
			focus = HDL_nf_b025
		}
		available = {
			FOD = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		completion_reward = {
			add_ideas = KOS_fountain_of_dreams_idea
		}
	}

	#Knights Of the Wasteland
	focus = {
		id = HDL_nf_b029
		icon = GFX_goal_generic_f76_player4
		x = 18
		y = 13
		cost = 30
		available = {
			BGF = {
				all_core_land_owned_by_prev_sphere = yes
			}
			FEC = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		prerequisite = {
			focus = HDL_nf_b025
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.48
			}
		}
	}

	#Assist Rebuilding
	focus = {
		id = HDL_nf_b030
		icon = GFX_goal_generic_mining_miners
		x = 20
		y = 13
		cost = 30
		prerequisite = {
			focus = HDL_nf_b026
		}
		completion_reward = {
			add_timed_idea = {
				idea = KOS_rebuilding_savannah_idea
				days = 360
			}
			set_temp_variable = {
				caps_to_add = 500
			}
			add_caps = yes
		}
	}
}
