focus_tree = {
	id = generic_focus
	
	country = {
		factor = 1
	
	}
	
	default = yes
	reset_on_civilwar = no

	focus = {
		id = GEN_industrial_revolution
		icon = GFX_goal_generic_production
		x = 2
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.5
				uses = 1
				category = industry
			}
		}
	}
#
	focus = {
		id = GEN_army_industrialization_1
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = GEN_industrial_revolution }
		x = 0
		y = 1
		cost = 10

		available_if_capitulated = 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
				}
			}
			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 = GEN_army_industrialization_2
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = GEN_army_industrialization_1 }
		x = 0
		y = 2
		cost = 10

		available_if_capitulated = 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
				}
			}
			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 = GEN_army_industrialization_3
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = GEN_army_industrialization_2 }
		x = 0
		y = 3
		cost = 10

		available_if_capitulated = 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
				}
			}
			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 = GEN_infrastructure_effort_1
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = GEN_industrial_revolution }
		x = 2
		y = 1
		cost = 10

		available_if_capitulated = 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 > 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
				}
			}
		}
	}
#
	focus = {
		id = GEN_infrastructure_effort_2
		icon = GFX_goal_generic_construct_civilian
		prerequisite = { focus = GEN_infrastructure_effort_1 }
		x = 2
		y = 2
		cost = 10

		available_if_capitulated = 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 > 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
				}
			}
		}
	}
#
	focus = {
		id = GEN_infrastructure_effort_3
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = GEN_infrastructure_effort_2 }
		x = 2
		y = 3
		cost = 10

		available_if_capitulated = 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 > 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
				}
			}
		}
	}
#
	focus = {
		id = GEN_civilian_effort_1
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = GEN_industrial_revolution }
		x = 4
		y = 1
		cost = 10

		available_if_capitulated = yes

		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 = GEN_civilian_effort_2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = GEN_civilian_effort_1 }
		x = 4
		y = 2
		cost = 10

		available_if_capitulated = yes

		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 = GEN_civilian_effort_3
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = GEN_civilian_effort_2 }
		x = 4
		y = 3
		cost = 10

		available_if_capitulated = yes

		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 = GEN_benefits_of_the_revolution
		icon = GFX_focus_research
		prerequisite = { focus = GEN_army_industrialization_3 }
		prerequisite = { focus = GEN_infrastructure_effort_3 }
		prerequisite = { focus = GEN_civilian_effort_3 }
		x = 2
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}
#
	focus = {
		id = GEN_scientific_revolution
		icon = GFX_focus_research
		prerequisite = { focus = GEN_civilian_effort_2 }
		x = 6
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}

#### FOCUS COMPLETE ####

	focus = {
		id = GEN_army_effort
		icon = GFX_goal_generic_build_tank
		x = 9
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
				add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 1
				category = infantry_weapons
			}
		}
	}
#
	focus = {
		id = GEN_infantry_effort
		icon = GFX_goal_generic_axis_build_infantry
		prerequisite = { focus = GEN_army_effort }
		x = 8
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 20
		}
	}
#
	focus = {
		id = GEN_small_arms_effort
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = GEN_infantry_effort }
		x = 8
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
				add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 2
				category = infantry_weapons
			}
		}
	}
#
	focus = {
		id = GEN_artillery_effort
		icon = GFX_goal_generic_army_artillery
		prerequisite = { focus = GEN_small_arms_effort}
		x = 8
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
				add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 2
				category = artillery
			}
		}
	}
#
	focus = {
		id = GEN_navy_effort
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = GEN_army_effort }

		x = 10
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			navy_experience = 20
		}
	}
#
	focus = {
		id = GEN_naval_dockyards
		icon = GFX_goal_generic_construct_naval_dockyard
		prerequisite = { focus = GEN_navy_effort }
		x = 10
		y = 2
		cost = 10

		available_if_capitulated = yes
		available = {
			any_state = {
				is_coastal = yes
				is_controlled_by = ROOT
			}
		}

		completion_reward = {
			random_state = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
			random_state = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}
#
	focus = {
		id = GEN_naval_effort
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = GEN_naval_dockyards }
		x = 10
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = cr_bonus
				bonus = 0.5
				uses = 1
				category = cl_tech
			}
		}
	}
#
	focus = {
		id = GEN_land_doctrine
		icon = GFX_goal_generic_political_pressure
		prerequisite = { 
		focus = GEN_naval_effort

		focus = GEN_artillery_effort
		}
		x = 9
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = land_doctrine
			}
		}
	}
#
	focus = {
		id = GEN_navy_doctrine
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = GEN_land_doctrine }
		x = 9
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = USA_fund_the_navy
				uses = 2
				bonus = 0.5
				category = naval_doctrine
			}
		}
	}
#### FOCUS COMPLETE ####
	
	focus = {
		id = GEN_politics
		icon = GFX_goal_generic_demand_territory
		x = 16
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_political_power = 120
		}
	}
#
	focus = {
		id = GEN_get_involved
		icon = GFX_goal_generic_military_sphere
		prerequisite = { focus = GEN_politics }
		mutually_exclusive = { focus = GEN_isolation }
		x = 14
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_national_unity = 0.1
		}
	}
#
	focus = {
		id = GEN_aggressive_focus
		icon = GFX_goal_generic_military_deal
		prerequisite = { focus = GEN_get_involved }
		mutually_exclusive = { focus = GEN_defensive_focus }
		x = 12
		y = 2
		cost = 10
		bypass = {
			  has_idea = partial_economic_mobilisation
			  has_idea = war_economy
			  has_idea = tot_economic_mobilisation
		}
		available_if_capitulated = yes

		completion_reward = {
			add_ideas = partial_economic_mobilisation
	}
}
#
	focus = {
		id = GEN_global_scale
		icon = GFX_goal_generic_dangerous_deal
		prerequisite = { focus = GEN_aggressive_focus }
		x = 12
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			set_rule = { can_create_factions = yes }
			add_ideas = militarized_schools
		}
	}
#
	focus = {
		id = GEN_defensive_focus
		icon = GFX_goal_generic_fortify_city
		prerequisite = { focus = GEN_get_involved }
		mutually_exclusive = { focus = GEN_aggressive_focus }
		x = 14
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = FRA_fortification_focus
		}
	}
#
	focus = {
		id = GEN_for_the_people
		icon = GFX_goal_generic_fortify_city
		prerequisite = { focus = GEN_defensive_focus }
		x = 14
		y = 3
		cost = 10

		available_if_capitulated = 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 > 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
				}
			}
			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 = GEN_mobilization
		icon = GFX_goal_generic_propaganda
		prerequisite = {
		focus = GEN_for_the_people
		focus = GEN_global_scale
		}

		

		x = 13
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = peoples_commissariat_focus
			add_ideas = war_economy
		}
	}
#### FOCUS COMPLETE ####
	focus = {
		id = GEN_isolation
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = GEN_politics }
		mutually_exclusive = { focus = GEN_get_involved }
		x = 17
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = isolation
		}
	}
#
	focus = {
		id = GEN_deterrence
		icon = GFX_goal_generic_military_deal
		prerequisite = { focus = GEN_isolation }
		x = 17
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = FRA_fortification_focus
		}
	}
#
	focus = {
		id = GEN_volunteer
		icon = GFX_goal_generic_more_territorial_claims
		prerequisite = { 
		focus = GEN_deterrence
		focus = GEN_defensive_focus
		 }
		x = 16
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			set_rule = { can_send_volunteers = yes }
		}
	}
