focus_tree = {
	id = KOS_nf
	continuous_focus_position = { x = 0 y = 0 }
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = KOS
		}
	}
	#The Crowded Palace
	focus = {
		id = KOS_nf_a001
		icon = GFX_goal_generic_vault_tec_workshop
		x = 13
		y = 1
		cost = 7
		completion_reward = {
			country_event = {
				id = KOS_nf_events.1
			}
		}
	}

	#Emerging Power
	focus = {
		id = KOS_nf_a002
		icon = GFX_goal_generic_vb_female_prisoner
		x = 13
		y = 2
		cost = 7
		prerequisite = {
			focus = KOS_nf_a001
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.2
			}
		}
	}

	#King's Legacy
	focus = {
		id = KOS_nf_a003
		icon = GFX_goal_BDT_skeleton_king
		x = 13
		y = 3
		cost = 7
		prerequisite = {
			focus = KOS_nf_a002
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.3
			}
		}
	}

	#Duke's Message
	focus = {
		id = KOS_nf_a004
		icon = GFX_goal_WBH_eradicate_the_mutants
		x = 13
		y = 4
		cost = 7
		prerequisite = {
			focus = KOS_nf_a003
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.4
			}
		}
	}

	#Develop The realm
	focus = {
		id = KOS_nf_a005
		icon = GFX_goal_generic_building_focus
		x = 5
		y = 5
		cost = 30
		prerequisite = {
			focus = KOS_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 = KOS_nf_a006
		icon = GFX_goal_generic_scrap_city_housing
		x = 2
		y = 6
		cost = 30
		prerequisite = {
			focus = KOS_nf_a005
		}
		completion_reward = {
			every_owned_state = {
				add_manpower = 500
			}
		}
	}

	#Industry For Peace
	focus = {
		id = KOS_nf_a007
		icon = GFX_goal_generic_wrench
		x = 4
		y = 6
		cost = 30
		prerequisite = {
			focus = KOS_nf_a005
		}
		mutually_exclusive = {
			focus = KOS_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 = KOS_nf_a008
		icon = GFX_goal_assembly_li
		x = 6
		y = 6
		cost = 30
		prerequisite = {
			focus = KOS_nf_a005
		}
		mutually_exclusive = {
			focus = KOS_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 = KOS_nf_a009
		icon = GFX_goal_generic_road_construction
		x = 8
		y = 6
		cost = 30
		prerequisite = {
			focus = KOS_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 = KOS_nf_a010
		icon = GFX_goal_generic_metal_focus
		x = 2
		y = 7
		cost = 30
		prerequisite = {
			focus = KOS_nf_a006
		}
		completion_reward = {
			random_core_state = {
				add_resource = {
					type = metal
					amount = 10
				}
			}
		}
	}

	#Construct Aqueducts
	focus = {
		id = KOS_nf_a011
		icon = GFX_goal_TTM_Water
		x = 4
		y = 7
		cost = 30
		prerequisite = {
			focus = KOS_nf_a007
		}
		completion_reward = {
			random_core_state = {
				add_resource = {
					type = water
					amount = 8
				}
			}
		}
	}

	#Construct Windfarms
	focus = {
		id = KOS_nf_a012
		icon = GFX_goal_TTM_Windmill
		x = 6
		y = 7
		cost = 30
		prerequisite = {
			focus = KOS_nf_a008
		}
		completion_reward = {
			random_core_state = {
				add_resource = {
					type = energy
					amount = 8
				}
			}
		}
	}

	#Toll Roads
	focus = {
		id = KOS_nf_a013
		icon = GFX_goal_cap_and_cash
		x = 8
		y = 7
		cost = 30
		prerequisite = {
			focus = KOS_nf_a009
		}
		completion_reward = {
			set_temp_variable = {
				caps_to_add = 100
			}
			add_caps = yes
		}
	}

	#Refine Our Architectural Style
	focus = {
		id = KOS_nf_a014
		icon = GFX_goal_generic_cities_focus
		x = 3
		y = 8
		cost = 30
		prerequisite = {
			focus = KOS_nf_a011
			focus = KOS_nf_a012
		}
		prerequisite = {
			focus = KOS_nf_a010
		}
		prerequisite = {
			focus = KOS_nf_a013
		}
		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = habitation_category
			}
		}
	}

	#The Palace Walls
	focus = {
		id = KOS_nf_a015
		icon = GFX_goal_generic_mountain_fortress
		x = 5
		y = 8
		cost = 30
		prerequisite = {
			focus = KOS_nf_a011
			focus = KOS_nf_a012
		}
		prerequisite = {
			focus = KOS_nf_a010
		}
		prerequisite = {
			focus = KOS_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 = KOS_nf_a016
		icon = GFX_goal_generic_sledgehammers
		x = 7
		y = 8
		cost = 30
		prerequisite = {
			focus = KOS_nf_a011
			focus = KOS_nf_a012
		}
		prerequisite = {
			focus = KOS_nf_a010
		}
		prerequisite = {
			focus = KOS_nf_a013
		}
		completion_reward = {
			add_ideas = KOS_builder_guilds_idea
		}
	}

	#Commission A monument
	focus = {
		id = KOS_nf_a017
		icon = GFX_goal_religion_flag
		x = 5
		y = 9
		cost = 30
		prerequisite = {
			focus = KOS_nf_a014
		}
		prerequisite = {
			focus = KOS_nf_a015
		}
		prerequisite = {
			focus = KOS_nf_a016
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.5
			}
		}
	}

	#A Grand Banquet
	focus = {
		id = KOS_nf_a018
		icon = GFX_goal_generic_wine
		x = 5
		y = 10
		cost = 30
		prerequisite = {
			focus = KOS_nf_a017
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.6
			}
		}
	}

	#Raise Levies
	focus = {
		id = KOS_nf_a019
		icon = GFX_goal_generic_ideological_fury_focus
		x = 20
		y = 5
		cost = 30
		prerequisite = {
			focus = KOS_nf_a004
		}
		completion_reward = {
			add_manpower = 500
		}
	}

	#For Expanding The Realm
	focus = {
		id = KOS_nf_a020
		icon = GFX_goal_generic_artillery
		x = 19
		y = 6
		cost = 30
		prerequisite = {
			focus = KOS_nf_a019
		}
		mutually_exclusive = {
			focus = KOS_nf_a021
		}
		completion_reward = {
			add_ideas = KOS_levies_expand_idea
		}
	}

	#For Defending The Realm
	focus = {
		id = KOS_nf_a021
		icon = GFX_goal_generic_bunkers_focus
		x = 21
		y = 6
		cost = 30
		prerequisite = {
			focus = KOS_nf_a019
		}
		mutually_exclusive = {
			focus = KOS_nf_a020
		}
		completion_reward = {
			add_ideas = KOS_levies_defend_idea
		}
	}

	#Buy Remington Arms
	focus = {
		id = KOS_nf_a022
		icon = GFX_goal_generic_rifle_combat
		x = 18
		y = 7
		cost = 30
		prerequisite = {
			focus = KOS_nf_a020
		}
		completion_reward = {
			add_equipment_to_stockpile = {
				type = ballistic_equipment_2
				amount = 250
				producer = REM
			}
		}
	}

	#Study Past Battles
	focus = {
		id = KOS_nf_a023
		icon = GFX_goal_generic_backroom_planning
		x = 20
		y = 7
		cost = 30
		prerequisite = {
			focus = KOS_nf_a020
			focus = KOS_nf_a021
		}
		completion_reward = {
			army_experience = 75
		}
	}

	#Watch The Borders
	focus = {
		id = KOS_nf_a024
		icon = GFX_goal_generic_outpost
		x = 22
		y = 7
		cost = 30
		prerequisite = {
			focus = KOS_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 = KOS_nf_a025
		icon = GFX_goal_generic_mexican_infantry
		x = 19
		y = 8
		cost = 30
		prerequisite = {
			focus = KOS_nf_a022
		}
		prerequisite = {
			focus = KOS_nf_a023
		}
		mutually_exclusive = {
			focus = KOS_nf_a026
		}
		completion_reward = {
			swap_ideas = {
				remove_idea = KOS_levies_expand_idea
				add_idea = KOS_levies_expand_2_idea
			}
		}
	}

	#Village Militia Training
	focus = {
		id = KOS_nf_a026
		icon = GFX_goal_generic_focus_magazine_gunsandbullets_take_aim
		x = 21
		y = 8
		cost = 30
		prerequisite = {
			focus = KOS_nf_a024
		}
		prerequisite = {
			focus = KOS_nf_a023
		}
		mutually_exclusive = {
			focus = KOS_nf_a025
		}
		completion_reward = {
			swap_ideas = {
				remove_idea = KOS_levies_defend_idea
				add_idea = KOS_levies_defend_2_idea
			}
		}
	}

	#Drill The Officers
	focus = {
		id = KOS_nf_a027
		icon = GFX_goal_generic_land_doctrines_focus
		x = 20
		y = 9
		cost = 30
		prerequisite = {
			focus = KOS_nf_a025
			focus = KOS_nf_a026
		}
		completion_reward = {
			every_unit_leader = {
				gain_xp = 250
			}
		}
	}

	#Ready to Serve
	focus = {
		id = KOS_nf_a028
		icon = GFX_goal_generic_western
		x = 20
		y = 10
		cost = 30
		prerequisite = {
			focus = KOS_nf_a027
		}
		completion_reward = {
			hidden_effect = {
				if = {
					limit = {
						has_completed_focus = KOS_nf_a025
					}
					load_oob = "KOS_aggressive_oob"
				}
				else = {
					load_oob = "KOS_defensive_oob"
				}
			}
			custom_effect_tooltip = KOS_armies_ready_tt
		}
	}

	#The Navys Decline
	focus = {
		id = KOS_nf_b001
		icon = GFX_goal_generic_emote_help
		x = 11
		y = 5
		cost = 30
		prerequisite = {
			focus = KOS_nf_a004
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.7
			}
		}
	}

	#Reinvest In The Navy
	focus = {
		id = KOS_nf_b002
		icon = GFX_goal_generic_boat_freighter
		x = 10
		y = 6
		cost = 30
		prerequisite = {
			focus = KOS_nf_b001
		}
		mutually_exclusive = {
			focus = KOS_nf_b003
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.8
			}
		}
	}

	#Reduce The Standing Navy
	focus = {
		id = KOS_nf_b003
		icon = GFX_goal_generic_buoy
		x = 12
		y = 6
		cost = 30
		prerequisite = {
			focus = KOS_nf_b001
		}
		mutually_exclusive = {
			focus = KOS_nf_b002
		}
		completion_reward = {
			add_ideas = KOS_abandoned_navy_idea
			HDL = {
				add_power_balance_value = {
					id = HDL_loyalty_bop
					value = -0.15
					tooltip_side = KOS_loyal_duke
				}
			}
		}
	}

	#The Naval Academy
	focus = {
		id = KOS_nf_b004
		icon = GFX_goal_generic_naval_doctrines_focus
		x = 10
		y = 7
		cost = 30
		prerequisite = {
			focus = KOS_nf_b002
		}
		completion_reward = {
			navy_experience = 100
		}
	}

	#The Merchant Marine
	focus = {
		id = KOS_nf_b005
		icon = GFX_goal_generic_fishing_boat
		x = 12
		y = 7
		cost = 30
		prerequisite = {
			focus = KOS_nf_b003
		}
		completion_reward = {
			add_ideas = KOS_merchant_marine_funded_idea
		}
	}

	#The Court's Decadence
	focus = {
		id = KOS_nf_b006
		icon = GFX_goal_BTH_a_conversation_with_archie
		x = 15
		y = 5
		cost = 30
		prerequisite = {
			focus = KOS_nf_a004
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.9
			}
		}
	}

	#Favor Mosley
	focus = {
		id = KOS_nf_b007
		icon = GFX_goal_BTH_eager_volunteers
		x = 14
		y = 6
		cost = 30
		prerequisite = {
			focus = KOS_nf_b006
		}
		mutually_exclusive = {
			focus = KOS_nf_b008
		}
		completion_reward = {
			HDL = {
				add_power_balance_value = {
					id = HDL_loyalty_bop
					value = -0.15
					tooltip_side = HDL_loyal_duke
				}
			}
			FSA = {
				add_power_balance_value = {
					id = FSA_loyalty_bop
					value = 0.15
					tooltip_side = FSA_loyal_queen
				}
			}
			KOS_hardy = {
				set_nationality = HDL
			}
		}
	}

	#Favor Hardy
	focus = {
		id = KOS_nf_b008
		icon = GFX_goal_BTH_much_ado_about_saints
		x = 16
		y = 6
		cost = 30
		prerequisite = {
			focus = KOS_nf_b006
		}
		mutually_exclusive = {
			focus = KOS_nf_b007
		}
		completion_reward = {
			HDL = {
				add_power_balance_value = {
					id = HDL_loyalty_bop
					value = 0.15
					tooltip_side = HDL_loyal_queen
				}
			}
			FSA = {
				add_power_balance_value = {
					id = FSA_loyalty_bop
					value = -0.15
					tooltip_side = FSA_loyal_duke
				}
			}
			KOS_mosley = {
				set_nationality = FSA
			}
		}
	}

	#Mosley's Reforms
	focus = {
		id = KOS_nf_b009
		icon = GFX_goal_BTH_our_future_secured
		x = 14
		y = 7
		cost = 30
		prerequisite = {
			focus = KOS_nf_b007
		}
		completion_reward = {
			add_ideas = KOS_mosley_reform_idea
		}
	}

	#Hardy's Reforms
	focus = {
		id = KOS_nf_b010
		icon = GFX_goal_bth_the_fireflies
		x = 16
		y = 7
		cost = 30
		prerequisite = {
			focus = KOS_nf_b008
		}
		completion_reward = {
			add_ideas = KOS_hardy_reform_idea
		}
	}

	#Uncover The Duke's Plot
	focus = {
		id = KOS_nf_b011
		icon = GFX_goal_BTH_tracing_the_shipments
		x = 13
		y = 8
		cost = 30
		available = {
			date > 2276.01.01
		}
		prerequisite = {
			focus = KOS_nf_b009
			focus = KOS_nf_b010
		}
		prerequisite = {
			focus = KOS_nf_b005
			focus = KOS_nf_b004
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.10
			}
		}
	}

	#Raise Peasant Levies
	focus = {
		id = KOS_nf_b012
		icon = GFX_goal_generic_focus_spears
		x = 12
		y = 9
		cost = 30
		available = {
			has_war_with = FSK
		}
		prerequisite = {
			focus = KOS_nf_b011
		}
		completion_reward = {
			hidden_effect = {
				load_oob = "KOS_peasant_levy_oob"
			}
			custom_effect_tooltip = KOS_peasant_tt
			add_war_support = -0.10
		}
	}

	#Barricade The Capital
	focus = {
		id = KOS_nf_b013
		icon = GFX_goal_generic_bunkers_focus
		x = 14
		y = 9
		cost = 30
		available = {
			has_war_with = FSK
		}
		prerequisite = {
			focus = KOS_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 = KOS_nf_b014
		icon = GFX_goal_generic_focus_spears_2
		x = 13
		y = 10
		cost = 30
		prerequisite = {
			focus = KOS_nf_b012
		}
		prerequisite = {
			focus = KOS_nf_b013
		}
		available = {
			has_war_with = FSK
		}
		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
		}
	}

	#A Wakeup Call
	focus = {
		id = KOS_nf_b015
		icon = GFX_goal_BTH_how_saints_roll
		x = 10
		y = 11
		cost = 30
		available = {
			FSK = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		prerequisite = {
			focus = KOS_nf_b011
		}
		mutually_exclusive = {
			focus = KOS_nf_b023
		}
		completion_reward = {
			add_war_support = 0.15
		}
	}

	#Replace Parasitic Lords
	focus = {
		id = KOS_nf_b016
		icon = GFX_goal_generic_bloody_sacrifice
		x = 8
		y = 12
		cost = 30
		prerequisite = {
			focus = KOS_nf_b015
		}
		completion_reward = {
			swap_ideas = {
				remove_idea = KOS_divided_court_idea
				add_idea = KOS_reformed_military_admin_idea
			}
		}
	}

	#The Carolinas
	focus = {
		id = KOS_nf_b017
		icon = GFX_goal_generic_war_focus
		x = 10
		y = 12
		cost = 30
		prerequisite = {
			focus = KOS_nf_b015
		}
		will_lead_to_war_with = BRB
		will_lead_to_war_with = MER
		will_lead_to_war_with = HLC
		will_lead_to_war_with = CFS
		will_lead_to_war_with = MAG
		completion_reward = {
			BRB = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			MER = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			HLC = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			CFS = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			MAG = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}

	#What of Charlotte?
	focus = {
		id = KOS_nf_b018
		icon = GFX_goal_generic_bridge
		x = 13
		y = 12
		cost = 30
		prerequisite = {
			focus = KOS_nf_b015
			focus = KOS_nf_b023
		}
		completion_reward = {
			country_event = {
				id = KOS_nf_events.11
			}
		}
	}

	#Refine Levy Administration
	focus = {
		id = KOS_nf_b019
		icon = GFX_goal_generic_helm_army
		x = 7
		y = 13
		cost = 30
		prerequisite = {
			focus = KOS_nf_b016
		}
		completion_reward = {
			add_manpower = 1000
			army_experience = 50
		}
	}

	#A New Fiefdom
	focus = {
		id = KOS_nf_b020
		icon = GFX_goal_generic_new_sheriff_in_town
		x = 9
		y = 13
		cost = 30
		prerequisite = {
			focus = KOS_nf_b017
		}
		available = {
			BRB = {
				all_core_land_owned_by_prev_sphere = yes
			}
			MER = {
				all_core_land_owned_by_prev_sphere = yes
			}
			HLC = {
				all_core_land_owned_by_prev_sphere = yes
			}
			CFS = {
				all_core_land_owned_by_prev_sphere = yes
			}
			MAG = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		completion_reward = {
			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
		}
	}

	#Make Examples
	focus = {
		id = KOS_nf_b021
		icon = GFX_goal_pal_death_and_taxes
		x = 11
		y = 13
		cost = 30
		available = {
			BRB = {
				all_core_land_owned_by_prev_sphere = yes
			}
			MER = {
				all_core_land_owned_by_prev_sphere = yes
			}
			HLC = {
				all_core_land_owned_by_prev_sphere = yes
			}
			CFS = {
				all_core_land_owned_by_prev_sphere = yes
			}
			MAG = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		prerequisite = {
			focus = KOS_nf_b017
		}
		completion_reward = {
			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_manpower = -500
				add_compliance = 50
			}
		}
	}

	#Streamline Lord Claims
	focus = {
		id = KOS_nf_b022
		icon = GFX_goal_constitution_focus
		x = 13
		y = 13
		cost = 30
		prerequisite = {
			focus = KOS_nf_b018
		}
		completion_reward = {
			every_allied_country = {
				swap_ideas = {
					remove_idea = KOS_restricted_conquests_idea
					add_idea = KOS_streamlined_claims_idea
				}
			}
		}
	}

	#Return to Normalcy
	focus = {
		id = KOS_nf_b023
		icon = GFX_goal_BTH_build_a_house
		x = 16
		y = 11
		cost = 30
		available = {
			FSK = {
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		prerequisite = {
			focus = KOS_nf_b011
		}
		mutually_exclusive = {
			focus = KOS_nf_b015
		}
		completion_reward = {
			add_stability = 0.15
		}
	}

	#A Regent's Duty
	focus = {
		id = KOS_nf_b024
		icon = GFX_goal_generic_focus_magazine_aat_sniper
		x = 16
		y = 12
		cost = 30
		prerequisite = {
			focus = KOS_nf_b023
		}
		completion_reward = {
			add_ideas = KOS_regents_duty_idea
		}
	}

	#Convene Tacticians
	focus = {
		id = KOS_nf_b025
		icon = GFX_goal_generic_backroom_planning
		x = 15
		y = 13
		cost = 30
		prerequisite = {
			focus = KOS_nf_b024
		}
		completion_reward = {
			every_allied_country = {
				army_experience = 50
				add_command_power = 50
			}
			army_experience = 50
			add_command_power = 50
		}
	}

	#Tidy Up The court
	focus = {
		id = KOS_nf_b026
		icon = GFX_goal_generic_hard_boiled_detectives
		x = 18
		y = 12
		cost = 30
		prerequisite = {
			focus = KOS_nf_b023
		}
		completion_reward = {
			swap_ideas = {
				remove_idea = KOS_divided_court_idea
				add_idea = KOS_reformed_admin_idea
			}
		}
	}

	#The Art of War
	focus = {
		id = KOS_nf_b027
		icon = GFX_goal_generic_data_focus
		x = 17
		y = 13
		cost = 30
		prerequisite = {
			focus = KOS_nf_b024
		}
		completion_reward = {
			KOS_queen_of_territories = {
				gain_xp = 1500
			}
		}
	}

	#Reform Court Politics
	focus = {
		id = KOS_nf_b028
		icon = GFX_goal_generic_dagger
		x = 19
		y = 13
		cost = 30
		prerequisite = {
			focus = KOS_nf_b026
		}
		completion_reward = {
			add_political_power = 150
		}
	}
}

