focus_tree = {
	id = mengjiang
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = MEN
		}
	}
	default = no
	focus = {
		id = MEN_army_effort
		icon = GFX_goal_generic_allies_build_infantry
		cost = 10.00
		x = 1
		y = 0
			available_if_capitulated = yes
			completion_reward = {
					army_experience = 5
					add_tech_bonus = {
							name = land_doc_bonus
							bonus = 0.5
							uses = 1
							category = land_doctrine
						}
				}

	}
	focus = {
		id = MEN_aviation_effort
		icon = GFX_goal_generic_build_airforce
		cost = 10.00
		x = 5
		y = 0
			available_if_capitulated = yes
			complete_tooltip = {
					air_experience = 25
					if = {
							limit = {
									has_country_flag = aviation_effort_AB
								}
							add_building_construction = {
									type = air_base
									level = 2
									instant_build = yes
								}
						}
					add_tech_bonus = {
							name = air_doc_bonus
							bonus = 0.5
							uses = 1
							category = air_doctrine
						}
				}
			completion_reward = {
					air_experience = 25
					if = {
							limit = {
									capital_scope = {
											NOT = {
													free_building_slots = {
															building = air_base
															size > 1
														}
												}
										}
								}
							random_owned_controlled_state = {
									limit = {
											free_building_slots = {
													building = air_base
													size > 1
												}
										}
									add_building_construction = {
											type = air_base
											level = 2
											instant_build = yes
										}
									ROOT = {
											set_country_flag = aviation_effort_AB
										}
								}
						}
					if = {
							limit = {
									capital_scope = {
											free_building_slots = {
													building = air_base
													size > 1
												}
										}
								}
							capital_scope = {
									add_building_construction = {
											type = air_base
											level = 2
											instant_build = yes
										}
									ROOT = {
											set_country_flag = aviation_effort_AB
										}
								}
						}
					add_tech_bonus = {
							name = air_doc_bonus
							bonus = 0.5
							uses = 1
							category = air_doctrine
						}
				}

	}
	focus = {
		id = MEN_naval_effort
		icon = GFX_goal_generic_construct_naval_dockyard
		cost = 10.00
		x = 9
		y = 0
			available_if_capitulated = yes
			available = {
					any_state = {
							is_coastal = yes
							is_controlled_by = ROOT
						}
				}
			complete_tooltip = {
					navy_experience = 25
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
							type = dockyard
							level = 3
							instant_build = yes
						}
				}
			completion_reward = {
					navy_experience = 25
					if = {
							limit = {
									NOT = {
											any_owned_state = {
													dockyard > 0
													free_building_slots = {
															building = dockyard
															size > 2
															include_locked = yes
														}
												}
										}
									any_owned_state = {
											is_coastal = yes
										}
								}
							random_owned_controlled_state = {
									limit = {
											is_coastal = yes
											free_building_slots = {
													building = dockyard
													size > 2
													include_locked = yes
												}
										}
									add_extra_state_shared_building_slots = 3
									add_building_construction = {
											type = dockyard
											level = 3
											instant_build = yes
										}
								}
							set_country_flag = naval_effort_built
						}
					if = {
							limit = {
									NOT = {
											has_country_flag = naval_effort_built
										}
									any_owned_state = {
											dockyard > 0
											free_building_slots = {
													building = dockyard
													size > 2
													include_locked = yes
												}
										}
								}
							random_owned_controlled_state = {
									limit = {
											dockyard > 0
											free_building_slots = {
													building = dockyard
													size > 2
													include_locked = yes
												}
										}
									add_extra_state_shared_building_slots = 3
									add_building_construction = {
											type = dockyard
											level = 3
											instant_build = yes
										}
								}
							set_country_flag = naval_effort_built
						}
					if = {
							limit = {
									NOT = {
											has_country_flag = naval_effort_built
										}
									NOT = {
											any_owned_state = {
													free_building_slots = {
															building = dockyard
															size > 2
															include_locked = yes
														}
												}
										}
								}
							random_state = {
									limit = {
											controller = {
													tag = ROOT
												}
											free_building_slots = {
													building = dockyard
													size > 2
													include_locked = yes
												}
										}
									add_extra_state_shared_building_slots = 3
									add_building_construction = {
											type = dockyard
											level = 3
											instant_build = yes
										}
								}
						}
				}

	}
	focus = {
		id = MEN_industrial_effort
		icon = GFX_goal_generic_production
		cost = 10.00
		x = 13
		y = 0
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = industrial_bonus
							bonus = 0.5
							uses = 1
							category = industry
						}
				}
			ai_will_do = {
					factor = 3
					modifier = {
							factor = 0
							date < 1939.1.1
							OR = {
									tag = GXC
									tag = YUN
									tag = SHX
									tag = XSM
									tag = BEL
									tag = LUX
									tag = HOL
									tag = DEN
									num_of_controlled_states < 2
								}
						}
				}

	}
	focus = {
		id = MEN_consolidate
		icon = GFX_goal_generic_position_armies
		cost = 10.00
		x = 21
		y = 0
			ai_will_do = {
					factor = 5
				}
			completion_reward = {
					add_political_power = 120
					add_stability = 0.1
				}

	}
	focus = {
		id = MEN_equipment_effort
		icon = GFX_goal_generic_small_arms
		cost = 10.00
		prerequisite = {
			focus = MEN_army_effort
		}
		x = 0
		y = 1
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = infantry_weapons_bonus
							bonus = 0.5
							uses = 1
							category = infantry_weapons
							category = artillery
						}
				}

	}
	focus = {
		id = MEN_equipment_effort_2
		icon = GFX_goal_generic_army_artillery
		cost = 10.00
		prerequisite = {
			focus = MEN_equipment_effort
		}
		x = 0
		y = 3
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = infantry_artillery_bonus
							bonus = 0.5
							uses = 1
							category = infantry_weapons
							category = artillery
						}
				}

	}
	focus = {
		id = MEN_equipment_effort_3
		icon = GFX_goal_generic_army_artillery2
		cost = 10.00
		prerequisite = {
			focus = MEN_equipment_effort_2
		}
		x = 0
		y = 5
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = infantry_artillery_bonus
							ahead_reduction = 1
							uses = 1
							category = infantry_weapons
							category = artillery
						}
				}

	}
	focus = {
		id = MEN_doctrine_effort
		icon = GFX_goal_generic_army_doctrines
		cost = 10.00
		prerequisite = {
			focus = MEN_army_effort
		}
		x = 1
		y = 2
			available_if_capitulated = yes
			completion_reward = {
					army_experience = 5
					add_tech_bonus = {
							name = land_doc_bonus
							bonus = 0.5
							uses = 1
							category = land_doctrine
						}
				}

	}
	focus = {
		id = MEN_doctrine_effort_2
		icon = GFX_goal_generic_army_doctrines
		cost = 10.00
		prerequisite = {
			focus = MEN_doctrine_effort
		}
		x = 1
		y = 4
			available_if_capitulated = yes
			completion_reward = {
					army_experience = 5
					add_tech_bonus = {
							name = land_doc_bonus
							bonus = 0.5
							uses = 1
							category = land_doctrine
						}
				}

	}
	focus = {
		id = MEN_motorization_effort
		icon = GFX_goal_generic_army_motorized
		cost = 10.00
		prerequisite = {
			focus = MEN_army_effort
		}
		x = 2
		y = 1
			bypass = {
					has_tech = motorised_infantry
				}
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = motorized_bonus
							bonus = 0.75
							technology = motorised_infantry
						}
				}

	}
	focus = {
		id = MEN_mechanization_effort
		icon = GFX_goal_generic_build_tank
		cost = 10.00
		prerequisite = {
			focus = MEN_motorization_effort
		}
		x = 2
		y = 3
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = motorized_bonus
							ahead_reduction = 0.5
							uses = 1
							category = motorized_equipment
						}
				}

	}
	focus = {
		id = MEN_armor_effort
		icon = GFX_goal_generic_army_tanks
		cost = 10.00
		prerequisite = {
			focus = MEN_mechanization_effort
		}
		x = 2
		y = 5
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = armor_bonus
							bonus = 0.5
							uses = 2
							category = armor
						}
				}

	}
	focus = {
		id = MEN_special_forces
		icon = GFX_goal_generic_special_forces
		cost = 10.00
		prerequisite = {
			focus = MEN_equipment_effort_3
		}
		prerequisite = {
			focus = MEN_doctrine_effort_2
		}
		prerequisite = {
			focus = MEN_armor_effort
		}
		x = 1
		y = 6
			available_if_capitulated = yes
			completion_reward = {
					add_ideas = special_forces
					add_tech_bonus = {
							name = special_forces_bonus
							bonus = 0.5
							uses = 1
							technology = paratroopers
							technology = paratroopers2
							technology = marines
							technology = marines2
							technology = tech_mountaineers
							technology = tech_mountaineers2
						}
				}

	}
	focus = {
		id = MEN_fighter_focus
		icon = GFX_goal_generic_air_fighter
		cost = 10.00
		prerequisite = {
			focus = MEN_aviation_effort
		}
		mutually_exclusive = {
			focus = MEN_bomber_focus
		}
		x = 4
		y = 1
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = fighter_bonus
							bonus = 0.5
							uses = 2
							technology = early_fighter
							technology = fighter1
							technology = fighter2
							technology = fighter3
							technology = heavy_fighter1
							technology = heavy_fighter2
							technology = heavy_fighter3
						}
				}

	}
	focus = {
		id = MEN_bomber_focus
		icon = GFX_goal_generic_air_bomber
		cost = 10.00
		prerequisite = {
			focus = MEN_aviation_effort
		}
		mutually_exclusive = {
			focus = MEN_fighter_focus
		}
		x = 6
		y = 1
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = bomber_bonus
							bonus = 0.5
							uses = 2
							technology = strategic_bomber1
							technology = strategic_bomber2
							technology = strategic_bomber3
							category = tactical_bomber
						}
				}

	}
	focus = {
		id = MEN_aviation_effort_2
		icon = GFX_goal_generic_air_doctrine
		cost = 10.00
		prerequisite = {
			focus = MEN_bomber_focus
			focus = MEN_fighter_focus
		}
		x = 5
		y = 2
			available_if_capitulated = yes
			complete_tooltip = {
					air_experience = 25
					if = {
							limit = {
									has_country_flag = aviation_effort_2_AB
								}
							add_building_construction = {
									type = air_base
									level = 2
									instant_build = yes
								}
						}
					add_tech_bonus = {
							name = air_doc_bonus
							bonus = 0.5
							uses = 1
							category = air_doctrine
						}
				}
			completion_reward = {
					air_experience = 25
					if = {
							limit = {
									capital_scope = {
											OR = {
													NOT = {
															is_controlled_by = ROOT
														}
													NOT = {
															free_building_slots = {
																	building = air_base
																	size > 1
																}
														}
												}
										}
								}
							random_owned_controlled_state = {
									limit = {
											free_building_slots = {
													building = air_base
													size > 1
												}
										}
									add_building_construction = {
											type = air_base
											level = 2
											instant_build = yes
										}
									ROOT = {
											set_country_flag = aviation_effort_2_AB
										}
								}
						}
					if = {
							limit = {
									capital_scope = {
											is_controlled_by = ROOT
											free_building_slots = {
													building = air_base
													size > 1
												}
										}
								}
							capital_scope = {
									add_building_construction = {
											type = air_base
											level = 2
											instant_build = yes
										}
									ROOT = {
											set_country_flag = aviation_effort_2_AB
										}
								}
						}
					add_tech_bonus = {
							name = air_doc_bonus
							bonus = 0.5
							uses = 1
							category = air_doctrine
						}
				}

	}
	focus = {
		id = MEN_CAS_effort
		icon = GFX_goal_generic_CAS
		cost = 10.00
		prerequisite = {
			focus = MEN_aviation_effort_2
		}
		prerequisite = {
			focus = MEN_motorization_effort
		}
		x = 4
		y = 3
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = CAS_bonus
							bonus = 0.5
							ahead_reduction = 1
							uses = 1
							category = cas_bomber
						}
				}

	}
	focus = {
		id = MEN_flexible_navy
		icon = GFX_goal_generic_build_navy
		cost = 10.00
		prerequisite = {
			focus = MEN_naval_effort
		}
		mutually_exclusive = {
			focus = MEN_large_navy
		}
		x = 8
		y = 1
			available_if_capitulated = yes
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0
							all_owned_state = {
									OR = {
											is_coastal = no
											dockyard < 1
										}
								}
						}
				}
			completion_reward = {
					add_tech_bonus = {
							name = sub_op_bonus
							bonus = 0.5
							uses = 2
							technology = convoy_interdiction_ti
							technology = unrestricted_submarine_warfare
							technology = wolfpacks
							technology = advanced_submarine_warfare
							technology = combined_operations_raiding
						}
				}

	}
	focus = {
		id = MEN_NAV_effort
		icon = GFX_goal_generic_air_naval_bomber
		cost = 10.00
		prerequisite = {
			focus = MEN_aviation_effort_2
		}
		prerequisite = {
			focus = MEN_flexible_navy
		}
		x = 6
		y = 3
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = nav_bomber_bonus
							bonus = 0.5
							ahead_reduction = 1
							uses = 1
							category = naval_bomber
						}
				}

	}
	focus = {
		id = MEN_large_navy
		icon = GFX_goal_generic_navy_doctrines_tactics
		cost = 10.00
		prerequisite = {
			focus = MEN_naval_effort
		}
		mutually_exclusive = {
			focus = MEN_flexible_navy
		}
		x = 10
		y = 1
			available_if_capitulated = yes
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0
							all_owned_state = {
									OR = {
											is_coastal = no
											dockyard < 1
										}
								}
						}
				}
			completion_reward = {
					add_tech_bonus = {
							name = fleet_in_being_bonus
							bonus = 0.5
							uses = 2
							category = fleet_in_being_tree
						}
				}

	}
	focus = {
		id = MEN_submarine_effort
		icon = GFX_goal_generic_navy_submarine
		cost = 10.00
		prerequisite = {
			focus = MEN_flexible_navy
			focus = MEN_large_navy
		}
		x = 8
		y = 2
			available_if_capitulated = yes
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0
							all_owned_state = {
									OR = {
											is_coastal = no
											dockyard < 1
										}
								}
						}
				}
			completion_reward = {
					add_tech_bonus = {
							name = ss_bonus
							bonus = 0.5
							ahead_reduction = 1
							uses = 1
							technology = early_submarine
							technology = basic_submarine
							technology = improved_submarine
							technology = advanced_submarine
						}
				}

	}
	focus = {
		id = MEN_destroyer_effort
		icon = GFX_goal_generic_wolf_pack
		cost = 10.00
		prerequisite = {
			focus = MEN_submarine_effort
		}
		x = 8
		y = 3
			available_if_capitulated = yes
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0
							all_owned_state = {
									OR = {
											is_coastal = no
											dockyard < 1
										}
								}
						}
				}
			completion_reward = {
					add_tech_bonus = {
							name = dd_bonus
							bonus = 0.5
							ahead_reduction = 1
							uses = 1
							technology = early_destroyer
							technology = basic_destroyer
							technology = improved_destroyer
							technology = advanced_destroyer
						}
				}

	}
	focus = {
		id = MEN_cruiser_effort
		icon = GFX_goal_generic_navy_cruiser
		cost = 10.00
		prerequisite = {
			focus = MEN_large_navy
			focus = MEN_flexible_navy
		}
		x = 10
		y = 2
			available_if_capitulated = yes
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0
							all_owned_state = {
									OR = {
											is_coastal = no
											dockyard < 1
										}
								}
						}
				}
			completion_reward = {
					add_tech_bonus = {
							name = cr_bonus
							bonus = 0.5
							ahead_reduction = 1
							uses = 1
							technology = improved_light_cruiser
							technology = advanced_light_cruiser
							technology = improved_heavy_cruiser
							technology = advanced_heavy_cruiser
						}
				}

	}
	focus = {
		id = MEN_capital_ships_effort
		icon = GFX_goal_generic_navy_battleship
		cost = 10.00
		prerequisite = {
			focus = MEN_cruiser_effort
		}
		x = 10
		y = 3
			available_if_capitulated = yes
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0
							all_owned_state = {
									OR = {
											is_coastal = no
											dockyard < 1
										}
								}
						}
				}
			completion_reward = {
					navy_experience = 25
					add_tech_bonus = {
							name = capital_ships_bonus
							bonus = 0.5
							ahead_reduction = 1
							uses = 1
							technology = basic_battlecruiser
							technology = basic_battleship
							technology = improved_battleship
							technology = advanced_battleship
							technology = heavy_battleship
							technology = heavy_battleship2
							technology = early_carrier
							technology = basic_carrier
							technology = improved_carrier
							technology = advanced_carrier
						}
				}

	}
	focus = {
		id = MEN_construction_effort
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10.00
		prerequisite = {
			focus = MEN_industrial_effort
		}
		x = 12
		y = 1
			available_if_capitulated = yes
			ai_will_do = {
					factor = 2
				}
			bypass = {
					custom_trigger_tooltip = {
							tooltip = construction_effort_tt
							all_owned_state = {
									free_building_slots = {
											building = industrial_complex
											size < 1
											include_locked = yes
										}
								}
						}
				}
			complete_tooltip = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
							type = industrial_complex
							level = 1
							instant_build = yes
						}
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = industrial_complex
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = industrial_complex
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
									type = industrial_complex
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = MEN_construction_effort_2
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10.00
		prerequisite = {
			focus = MEN_construction_effort
		}
		x = 12
		y = 2
			available_if_capitulated = yes
			ai_will_do = {
					factor = 2
				}
			bypass = {
					custom_trigger_tooltip = {
							tooltip = construction_effort_tt
							all_owned_state = {
									free_building_slots = {
											building = industrial_complex
											size < 1
											include_locked = yes
										}
								}
						}
				}
			complete_tooltip = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
							type = industrial_complex
							level = 1
							instant_build = yes
						}
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = industrial_complex
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = industrial_complex
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
									type = industrial_complex
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = MEN_infrastructure_effort
		icon = GFX_goal_generic_construct_infrastructure
		cost = 10.00
		prerequisite = {
			focus = MEN_construction_effort_2
		}
		x = 12
		y = 3
			available_if_capitulated = yes
			bypass = {
					custom_trigger_tooltip = {
							tooltip = infrastructure_effort_tt
							all_owned_state = {
									free_building_slots = {
											building = infrastructure
											size < 1
										}
								}
						}
				}
			complete_tooltip = {
					add_building_construction = {
							type = infrastructure
							level = 1
							instant_build = yes
						}
					add_building_construction = {
							type = infrastructure
							level = 1
							instant_build = yes
						}
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = infrastructure
											size > 0
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = infrastructure
																			size > 0
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_building_construction = {
									type = infrastructure
									level = 1
									instant_build = yes
								}
						}
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = infrastructure
											size > 1
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = infrastructure
																			size > 1
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_building_construction = {
									type = infrastructure
									level = 2
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = MEN_rocket_effort
		icon = GFX_focus_rocketry
		cost = 10.00
		prerequisite = {
			focus = MEN_aviation_effort_2
		}
		prerequisite = {
			focus = MEN_infrastructure_effort
		}
		x = 5
		y = 4
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = jet_rocket_bonus
							ahead_reduction = 0.5
							uses = 2
							category = rocketry
							category = jet_technology
						}
				}
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0.25
							always = yes
						}
				}

	}
	focus = {
		id = MEN_infrastructure_effort_2
		icon = GFX_goal_generic_construct_infrastructure
		cost = 10.00
		prerequisite = {
			focus = MEN_infrastructure_effort
		}
		x = 12
		y = 4
			available_if_capitulated = yes
			bypass = {
					custom_trigger_tooltip = {
							tooltip = infrastructure_effort_tt
							all_owned_state = {
									free_building_slots = {
											building = infrastructure
											size < 1
										}
								}
						}
				}
			complete_tooltip = {
					add_building_construction = {
							type = infrastructure
							level = 1
							instant_build = yes
						}
					add_building_construction = {
							type = infrastructure
							level = 1
							instant_build = yes
						}
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = infrastructure
											size > 0
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = infrastructure
																			size > 0
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_building_construction = {
									type = infrastructure
									level = 1
									instant_build = yes
								}
						}
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = infrastructure
											size > 1
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = infrastructure
																			size > 1
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_building_construction = {
									type = infrastructure
									level = 2
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = MEN_nuclear_effort
		icon = GFX_focus_wonderweapons
		cost = 10.00
		prerequisite = {
			focus = MEN_infrastructure_effort_2
		}
		x = 10
		y = 5
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = nuclear_bonus
							ahead_reduction = 0.5
							category = nuclear
						}
				}
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0.25
							always = yes
						}
				}

	}
	focus = {
		id = MEN_extra_tech_slot
		icon = GFX_focus_research
		cost = 10.00
		prerequisite = {
			focus = MEN_infrastructure_effort_2
		}
		x = 12
		y = 5
			available_if_capitulated = yes
			completion_reward = {
					add_research_slot = 1
				}

	}
	focus = {
		id = MEN_extra_tech_slot_2
		icon = GFX_focus_research
		cost = 10.00
		prerequisite = {
			focus = MEN_extra_tech_slot
		}
		x = 12
		y = 6
			available = {
					num_of_factories > 50
				}
			cancel_if_invalid = no
			continue_if_invalid = yes
			available_if_capitulated = yes
			completion_reward = {
					add_research_slot = 1
				}

	}
	focus = {
		id = MEN_production_effort
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10.00
		prerequisite = {
			focus = MEN_industrial_effort
		}
		x = 14
		y = 1
			available_if_capitulated = yes
			ai_will_do = {
					factor = 2
				}
			bypass = {
					custom_trigger_tooltip = {
							tooltip = production_effort_tt
							all_owned_state = {
									free_building_slots = {
											building = arms_factory
											size < 1
											include_locked = yes
										}
								}
						}
				}
			complete_tooltip = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
							type = arms_factory
							level = 1
							instant_build = yes
						}
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = arms_factory
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = arms_factory
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
									type = arms_factory
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = MEN_production_effort_2
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10.00
		prerequisite = {
			focus = MEN_production_effort
		}
		x = 14
		y = 2
			available_if_capitulated = yes
			ai_will_do = {
					factor = 2
				}
			bypass = {
					custom_trigger_tooltip = {
							tooltip = production_effort_tt
							all_owned_state = {
									free_building_slots = {
											building = arms_factory
											size < 1
											include_locked = yes
										}
								}
						}
				}
			complete_tooltip = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
							type = arms_factory
							level = 1
							instant_build = yes
						}
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = arms_factory
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = arms_factory
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
									type = arms_factory
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = MEN_production_effort_3
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10.00
		prerequisite = {
			focus = MEN_production_effort_2
		}
		x = 14
		y = 3
			available_if_capitulated = yes
			ai_will_do = {
					factor = 2
				}
			bypass = {
					custom_trigger_tooltip = {
							tooltip = production_effort_tt
							all_owned_state = {
									free_building_slots = {
											building = arms_factory
											size < 1
											include_locked = yes
										}
								}
						}
				}
			complete_tooltip = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
							type = arms_factory
							level = 1
							instant_build = yes
						}
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = arms_factory
											size > 0
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = arms_factory
																			size > 0
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 1
							add_building_construction = {
									type = arms_factory
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = MEN_construction_effort_3
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10.00
		prerequisite = {
			focus = MEN_infrastructure_effort
		}
		x = 14
		y = 4
			available_if_capitulated = yes
			ai_will_do = {
					factor = 2
				}
			bypass = {
					custom_trigger_tooltip = {
							tooltip = construction_effort_tt
							all_owned_state = {
									free_building_slots = {
											building = industrial_complex
											size < 2
											include_locked = yes
										}
								}
						}
				}
			complete_tooltip = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
							type = industrial_complex
							level = 2
							instant_build = yes
						}
				}
			completion_reward = {
					random_owned_controlled_state = {
							limit = {
									free_building_slots = {
											building = industrial_complex
											size > 1
											include_locked = yes
										}
									OR = {
											is_in_home_area = yes
											NOT = {
													owner = {
															any_owned_state = {
																	free_building_slots = {
																			building = industrial_complex
																			size > 1
																			include_locked = yes
																		}
																	is_in_home_area = yes
																}
														}
												}
										}
								}
							add_extra_state_shared_building_slots = 2
							add_building_construction = {
									type = industrial_complex
									level = 2
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = MEN_secret_weapons
		icon = GFX_goal_generic_secret_weapon
		cost = 10.00
		prerequisite = {
			focus = MEN_infrastructure_effort_2
		}
		x = 14
		y = 5
			available_if_capitulated = yes
			completion_reward = {
					add_tech_bonus = {
							name = secret_bonus
							bonus = 0.5
							uses = 4
							category = electronics
							category = nuclear
							category = rocketry
						}
				}
			ai_will_do = {
					factor = 1
					modifier = {
							factor = 0.25
							always = yes
						}
				}

	}
	focus = {
		id = MEN_prepare
		icon = GFX_focus_generic_provoke_border_clashes
		cost = 5.00
		prerequisite = {
			focus = MEN_consolidate
		}
		x = 17
		y = 1
		available = {
			OR = {
				NOT = {
					has_global_flag = KMT_mod_enabled
				}
				is_subject_of = JAP
			}
		}
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			country_event = {
				id = MEN.9
			}
			add_ideas = militarism_focus
			army_experience = 20
			if = {
				limit = {
					OR = {
						has_idea = disarmed_nation
						has_idea = volunteer_only
						has_idea = limited_conscription
					}
				}
				add_ideas = extensive_conscription
			}
			hidden_effect = {
				621 = { set_state_flag = MON_clash_territory }
				746 = { set_state_flag = MON_clash_territory }
				616 = { set_state_flag = MON_clash_territory }
				756 = { set_state_flag = MON_clash_territory }
				618 = { set_state_flag = MON_clash_territory }
			}
		}

	}
	focus = {
		id = MEN_suiyuan_offensive
		icon = GFX_focus_prc_infiltration
		cost = 10.00
		prerequisite = {
			focus = MEN_prepare
		}
		x = 17
		y = 2
			ai_will_do = {
					factor = 10
				}
			available = {
					SHX = {
							exists = yes
						}
					OR = {
							is_puppet = no
							is_puppet_of = JAP
						}
				}
			will_lead_to_war_with = SHX
			completion_reward = {
				add_timed_idea = { idea = MEN_prepare_SHX days = 200 }
			}

	}
	focus = {
		id = MEN_rebuild_army
		icon = GFX_goal_generic_military_sphere
		cost = 10.00
		prerequisite = {
			focus = MEN_suiyuan_offensive
		}
		x = 16
		y = 3
			ai_will_do = {
					factor = 10
				}
			completion_reward = {
					add_manpower = 10000
					add_equipment_to_stockpile = {
							type = artillery_equipment_1
							amount = 100
							producer = JAP
						}
					add_equipment_to_stockpile = {
							type = infantry_equipment_0
							amount = 7000
							producer = JAP
						}
					add_equipment_to_stockpile = {
							type = infantry_equipment_0
							amount = 3000
							producer = CHI
						}
					add_autonomy_ratio = {
							value = -0.05
							localization = MEN_japanese_rifles
						}
				}

	}
	focus = {
		id = MEN_japanese_planes
		icon = GFX_focus_jap_zero
		cost = 5.00
		prerequisite = {
			focus = MEN_suiyuan_offensive
		}
		x = 18
		y = 3
			completion_reward = {
					add_manpower = 560
					JAP = {
							send_equipment = {
									target = MEN
									type = fighter_equipment
									amount = 28
								}
						}
					add_autonomy_ratio = {
							value = -0.07
							localization = MEN_japanese_planes_aut
						}
				}

	}
	focus = {
		id = MEN_invade_ma
		icon = GFX_goal_generic_position_armies
		cost = 10.00
		prerequisite = {
			focus = MEN_rebuild_army
			focus = MEN_japanese_planes
		}
		x = 17
		y = 4
			ai_will_do = {
					factor = 10
				}
			available = {
					owns_state = 621
					XSM = {
							exists = yes
						}
					OR = {
							is_puppet = no
							is_puppet_of = JAP
						}
				}
			will_lead_to_war_with = XSM
			completion_reward = {
				add_timed_idea = { idea = MEN_prepare_XSM days = 200 }
			}
	}
	focus = {
		id = MEN_reassure_claims
		icon = GFX_focus_generic_treaty
		cost = 10.00
		prerequisite = {
			focus = MEN_consolidate
		}
		x = 21
		y = 1
			ai_will_do = {
					factor = 2
				}
			available = {
					OR = {
							NOT = {
									has_global_flag = KMT_mod_enabled
								}
							is_subject_of = JAP
						}
				}
			completion_reward = {
					add_state_core = 616
					add_state_core = 621
					add_state_core = 330
				}

	}
	focus = {
		id = MEN_feudal_republic
		icon = GFX_goal_tfv_strengthen_commonwealth_ties
		cost = 10.00
		prerequisite = {
			focus = MEN_reassure_claims
		}
		mutually_exclusive = {
			focus = MEN_monarchy
		}
		x = 20
		y = 2
			available = {
					OR = {
							has_government = fascism
							has_government = neutrality
						}
				}
			completion_reward = {
					add_political_power = 100
					swap_ideas = {
							remove_idea = MON_nomadic
							add_idea = MON_nomadic_comp
						}
				}

	}
	focus = {
		id = MEN_royal_marriage
		icon = GFX_goal_generic_major_alliance
		cost = 10.00
		prerequisite = {
			focus = MEN_reassure_claims
		}
		x = 21
		y = 3
			available = {
					OR = {
							has_political_power > 200
							num_of_factories > 10
						}
				}
			completion_reward = {
					add_autonomy_ratio = {
							value = 0.1
							localization = MEN_royal_marriage_aut
						}
					add_political_power = 50
				}

	}
	focus = {
		id = MEN_standing_advisors
		icon = GFX_goal_generic_military_deal
		cost = 10.00
		prerequisite = {
			focus = MEN_royal_marriage
		}
		x = 21
		y = 4
			available = {
					OR = {
							is_puppet_of = JAP
							is_in_faction_with = JAP
						}
				}
			bypass = {
					NOT = {
							is_puppet_of = JAP
							is_in_faction_with = JAP
						}
				}
			completion_reward = {
					add_ideas = MEN_standing_advisors
				}

	}
	focus = {
		id = MEN_invade_MON
		icon = GFX_goal_generic_major_war
		cost = 10.00
		prerequisite = {
			focus = MEN_standing_advisors
			focus = MEN_invade_ma
		}
		x = 19
		y = 5
			ai_will_do = {
					factor = 10
				}
			bypass = {
					owns_state = 330
				}
			available = {
					owns_state = 616
					owns_state = 621
					MON = {
							exists = yes
						}
					OR = {
							is_puppet = no
							is_puppet_of = JAP
						}
				}
			will_lead_to_war_with = MON
			completion_reward = {
					declare_war_on = {
							target = MON
							type = annex_everything
						}
					hidden_effect = {
							add_ideas = MEN_limited_war
							MON = {
									add_ideas = MEN_limited_war
								}
						}
				}

	}
	focus = {
		id = MEN_independence_war
		icon = GFX_focus_AST_war_japan
		cost = 10.00
		prerequisite = {
			focus = MEN_invade_MON
		}
		mutually_exclusive = {
			focus = MEN_independence_peaceful
		}
		x = 18
		y = 6
			will_lead_to_war_with = JAP
			available = {
					is_puppet_of = JAP
				}
			completion_reward = {
					hidden_effect = {
							random_other_country = {
									limit = {
											has_war = no
											is_puppet = no
										}
									puppet = MEN
									end_puppet = MEN
								}
							declare_war_on = {
									target = JAP
									type = puppet_focus
								}
						}
				}

	}
	focus = {
		id = MEN_independence_peaceful
		icon = GFX_focus_chi_collaboration_with_the_japanese
		cost = 10.00
		prerequisite = {
			focus = MEN_invade_MON
		}
		mutually_exclusive = {
			focus = MEN_independence_war
		}
		x = 20
		y = 6
			available = {
					is_puppet_of = JAP
				}
			completion_reward = {
					if = {
							limit = {
									NOT = {
											has_dlc = "Together for Victory"
										}
								}
							JAP = {
									country_event = {
											days = 150
											id = MEN.11
										}
								}
							else = {
									add_ideas = MEN_JAP_partnership
								}
						}
					set_country_flag = MEN_JAP_partnership_flag
				}

	}
	focus = {
		id = MEN_monarchy
		icon = GFX_focus_generic_home_defense
		cost = 10.00
		prerequisite = {
			focus = MEN_reassure_claims
		}
		mutually_exclusive = {
			focus = MEN_feudal_republic
		}
		x = 22
		y = 2
			available = {
					OR = {
							has_government = fascism
							has_government = neutrality
						}
				}
			completion_reward = {
					add_ideas = MEN_royal_guard
					add_political_power = 100
				}

	}
	focus = {
		id = MEN_central_academy
		icon = GFX_focus_MEN_espionage
		cost = 10.00
		prerequisite = {
			focus = MEN_consolidate
		}
		x = 24
		y = 1
			available = {
					OR = {
							NOT = {
									has_global_flag = KMT_mod_enabled
								}
							is_subject_of = JAP
						}
				}
			completion_reward = {
					add_ideas = MEN_central_academy
				}

	}
	focus = {
		id = MEN_general_staff
		icon = GFX_focus_generic_military_academy
		cost = 10.00
		prerequisite = {
			focus = MEN_central_academy
		}
		x = 24
		y = 2
			completion_reward = {
					if = {
							limit = {
									NOT = {
											has_dlc = "Together for Victory"
										}
								}
							add_ideas = MEN_general_staff
							else = {
									add_ideas = MEN_general_staff_tfv
								}
						}
				}

	}
	focus = {
		id = MEN_bank
		icon = GFX_goal_generic_consumer_goods
		cost = 10.00
		prerequisite = {
			focus = MEN_consolidate
		}
		x = 26
		y = 1
			completion_reward = {
					if = {
							limit = {
									NOT = {
											has_dlc = "Together for Victory"
										}
								}
							add_ideas = MEN_reformed_currency
							else = {
									add_ideas = MEN_reformed_currency_tfv
								}
						}
				}

	}
	focus = {
		id = MEN_infrastructure
		icon = GFX_goal_generic_construct_infrastructure
		cost = 10.00
		prerequisite = {
			focus = MEN_bank
		}
		x = 26
		y = 2
			completion_reward = {
					add_ideas = MEN_logistics
					random_owned_controlled_state = {
							add_building_construction = {
									type = infrastructure
									level = 1
									instant_build = yes
								}
						}
					random_owned_controlled_state = {
							add_building_construction = {
									type = infrastructure
									level = 1
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = MEN_japanese_investors
		icon = GFX_focus_jap_zaibatsu
		cost = 10.00
		prerequisite = {
			focus = MEN_infrastructure
		}
		x = 25
		y = 3
			available = {
					OR = {
							is_puppet_of = JAP
							is_in_faction_with = JAP
						}
				}
			completion_reward = {
					add_autonomy_ratio = {
							value = -0.15
							localization = MEN_japanese_investments
						}
					random_owned_controlled_state = {
							add_extra_state_shared_building_slots = 3
							add_building_construction = {
									type = industrial_complex
									level = 2
									instant_build = yes
								}
						}
					random_owned_controlled_state = {
							add_extra_state_shared_building_slots = 3
							add_building_construction = {
									type = arms_factory
									level = 2
									instant_build = yes
								}
						}
				}

	}
	focus = {
		id = MEN_technology_sharing
		icon = GFX_goal_tfv_generic_tech_sharing
		cost = 10.00
		prerequisite = {
			focus = MEN_standing_advisors
		}
		prerequisite = {
			focus = MEN_japanese_investors
		}
		x = 23
		y = 5
			available = {
					OR = {
							is_in_faction_with = JAP
							is_puppet_of = JAP
						}
				}
			completion_reward = {
					add_research_slot = 1
					if = {
							limit = {
									has_dlc = "Together for Victory"
								}
							JAP = {
									add_to_tech_sharing_group = japanese_research
								}
							add_to_tech_sharing_group = japanese_research
							else = {
									add_tech_bonus = {
											name = electronics_bonus
											bonus = 0.5
											uses = 1
											category = electronics
										}
									add_tech_bonus = {
											name = industrial_bonus
											bonus = 0.5
											uses = 1
											category = industry
										}
									add_tech_bonus = {
											name = infantry_weapons_bonus
											bonus = 0.5
											uses = 1
											category = infantry_weapons
											category = artillery
										}
								}
						}
				}

	}
	focus = {
		id = MEN_mining
		icon = GFX_focus_generic_steel
		cost = 10.00
		prerequisite = {
			focus = MEN_infrastructure
		}
		x = 27
		y = 3
		completion_reward = {
			add_ideas = YUG_idea_expanded_mining_industry
		}
	}
	focus = {
		id = MEN_greater_mongolia
		icon = GFX_goal_generic_territory_or_war
		cost = 10.00
		prerequisite = {
			focus = MEN_invade_MON
		}
		x = 19
		y = 7
			available = {
					owns_state = 330
				}
			completion_reward = {
					remove_country_leader_trait = spirit_of_genghis
					add_country_leader_trait = spirit_of_genghis_improved
					add_stability = 0.15
					add_state_core = 563
					add_state_core = 564
					add_state_core = 566
					add_state_core = 618
				}

	}
}
