focus_tree = {
	id = german_focus
	
	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = GER
		}
	}
#
	focus = {
		id = PRU_begin_industrialization
		icon = GFX_goal_generic_production
		x = 3
		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 = PRU_civilian_1
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = PRU_begin_industrialization }
		x = 0
		y = 1
		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 > 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
				}
			}
			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 = PRU_civilian_2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = PRU_civilian_1 }
		x = 0
		y = 2
		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 > 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
				}
			}
			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 = PRU_civilian_3
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = PRU_civilian_2 }
		x = 0
		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 > 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
				}
			}
			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 = PRU_naval_1
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = PRU_begin_industrialization }
		x = 2
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					dockyard > 0
					free_building_slots = {
						building = dockyard
						size > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard > 0
					free_building_slots = {
						building = dockyard
						size > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}

			}
		}
		}
	
#
	focus = {
		id = PRU_naval_2
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = PRU_naval_1 }
		x = 2
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					dockyard > 0
					free_building_slots = {
						building = dockyard
						size > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard > 0
					free_building_slots = {
						building = dockyard
						size > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}

			}
		}
		}
	
#
	focus = {
		id = PRU_naval_3
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = PRU_naval_2 }
		x = 2
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					dockyard > 0
					free_building_slots = {
						building = dockyard
						size > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard > 0
					free_building_slots = {
						building = dockyard
						size > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}

			}
		}
		}
	
#
	focus = {
		id = PRU_army_1
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = PRU_begin_industrialization }
		x = 4
		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 = PRU_army_2
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = PRU_army_1 }
		x = 4
		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 = PRU_army_3
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = PRU_army_2 }
		x = 4
		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 = PRU_inf_1
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = PRU_begin_industrialization }
		x = 6
		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 = PRU_inf_2
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = PRU_inf_1 }
		x = 6
		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 = PRU_inf_3
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = PRU_inf_2 }
		x = 6
		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 = PRU_german_engineering
		icon = GFX_goal_generic_consumer_goods
		prerequisite = { focus = PRU_inf_3 }
		prerequisite = { focus = PRU_civilian_3 }
		prerequisite = { focus = PRU_naval_3 }
		prerequisite = { focus = PRU_army_3 }
		x = 3
		y = 4
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			 	add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.5
				uses = 3
				category = industry
			}
		}
	}
#
	focus = {
		id = PRU_research
		icon = GFX_focus_research
		prerequisite = { focus = PRU_german_engineering }
		x = 3
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			 	add_research_slot = 1
		}
	}
#### FOCUS COMPLETE ####
	focus = {
		id = PRU_refit_the_army
		icon = GFX_goal_generic_position_armies
		x = 8
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 20
		}
	}
#
	focus = {
		id = PRU_small_arms_technology
		icon = GFX_goal_generic_military_sphere
		prerequisite = { focus = PRU_refit_the_army }
		x = 8
		y = 1
		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 = PRU_artillery_technology
		icon = GFX_goal_generic_army_artillery2
		prerequisite = { focus = PRU_small_arms_technology }
		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 = artillery
			}
		}
	}
#
	focus = {
		id = PRU_land_doctrine
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = PRU_artillery_technology }
		x = 8
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
				add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 2
				category = land_doctrine
			}
		}
	}
#
	focus = {
		id = PRU_naval_power
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 10
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
				navy_experience = 20
		}
	}
#
	focus = {
		id = PRU_destroyer_focus
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus = PRU_naval_power }
		x = 10
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = dd_bonus
				bonus = 0.5
				uses = 2
				category = dd_tech
			}		
			}
	}
#
	focus = {
		id = PRU_battleship_focus
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = PRU_destroyer_focus }
		x = 10
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
				add_tech_bonus = {
				name = uk_carrier_focus
				bonus = 0.5
				uses = 2
				category = cv_tech
			}
		}
	}
#
	focus = {
		id = PRU_naval_doctrine
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = PRU_battleship_focus }
		x = 10
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = naval_doc_bonus
				bonus = 0.5
				uses = 2
				category = naval_doctrine
			}
		}
	}
#### FOCUS COMPLETE ####
	focus = {
		id = PRU_political
		icon = GFX_goal_generic_demand_territory
		x = 15
		y = 0
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_political_power = 150
			set_rule = { can_send_volunteers = yes }
		}
	}
#


#### FOCUS COMPLETE ####
	focus = {
		id = PRU_align_with_napoleon
		icon = GFX_goal_generic_major_alliance
		prerequisite = { focus = PRU_political }
		mutually_exclusive = { focus = PRU_condemn_napoleon }
		x = 12
		y = 1
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_ideas = nationalism
		}
	}
#
	focus = {
		id = PRU_non_aggression
		icon = GFX_goal_molotov_ribbentrop_pact
		prerequisite = { focus = PRU_align_with_napoleon }
		available = {
			GER = { 
			NOT = { has_war_with = FRA }
			}
		}
		x = 12
		y = 2
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			FRA = {
			country_event = { days = 1 id = napoleon.59 }
		}
		}
	}
#
	focus = {
		id = PRU_eyes_towards_russia
		icon = GFX_goal_generic_major_war
		prerequisite = { focus = PRU_non_aggression }
		x = 12
		y = 3
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			create_wargoal = {
			type = puppet_wargoal_focus
			target = SOV
		}
		}
	}
#
	focus = {
		id = PRU_help_from_napoleon
		icon = GFX_goal_generic_secret_weapon
		prerequisite = { focus = PRU_eyes_towards_russia }
		available = {
			GER = { has_war_with = SOV }
		}
		x = 12
		y = 4
		cost = 10


		available_if_capitulated = yes

		completion_reward = {
			FRA = {
			country_event = { days = 1 id = napoleon.62 }
		}
		}
	}
#### FOCUS COMPLETE ####
	focus = {
		id = PRU_condemn_napoleon
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = PRU_political }
		mutually_exclusive = { focus = PRU_align_with_napoleon }
		x = 15
		y = 1
		cost = 10


		available_if_capitulated = yes

		completion_reward = {
			add_ideas = peoples_commissariat_focus
			add_ideas = war_economy
		}
	}
#
	focus = {
		id = PRU_embargo_napoleon
		icon = GFX_goal_generic_trade
		prerequisite = { focus = PRU_condemn_napoleon }
		x = 14
		y = 2
		cost = 10


		available_if_capitulated = yes

		completion_reward = {
			add_opinion_modifier = { target = FRA modifier = embargo }
		}
	}
#
	focus = {
		id = PRU_prussian_fortress
		icon = GFX_goal_generic_fortify_city
		prerequisite = { focus = PRU_embargo_napoleon }
		x = 14
		y = 3
		cost = 10


		available_if_capitulated = yes

		completion_reward = {
			add_ideas = FRA_fortification_focus
		}
	}
#
	focus = {
		id = PRU_network_with_majors
		icon = GFX_goal_generic_national_unity
		prerequisite = { focus = PRU_condemn_napoleon }
		x = 16
		y = 2
		cost = 10


		available_if_capitulated = yes

		completion_reward = {
			set_rule = { can_create_factions = yes }
			add_national_unity = 0.1
		}
	}
#
	focus = {
		id = PRU_prepare_for_war
		icon = GFX_goal_generic_propaganda
		prerequisite = { focus = PRU_network_with_majors }
		x = 16
		y = 3
		cost = 10


		available_if_capitulated = yes

		completion_reward = {
			add_ideas = militarism_focus
		}
	}
#
	focus = {
		id = PRU_war_with_napoleon
		icon = GFX_goal_generic_attack_allies
		prerequisite = {
		 focus = PRU_prepare_for_war 
		 focus = PRU_prussian_fortress
		}
		x = 15
		y = 4
		cost = 10


		available_if_capitulated = yes

		completion_reward = {
			create_wargoal = {
			type = puppet_wargoal_focus
			target = FRA
		}
		}
	}
#### FOCUS COMPLETE ####

	focus = {
		id = PRU_the_hre
		icon = GFX_goal_generic_military_deal
		x = 9
		y = 4
		cost = 10


		available_if_capitulated = yes

		completion_reward = {
			add_political_power = 150
		}
	}
#
	focus = {
		id = PRU_german_ambitions
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = PRU_the_hre }
		mutually_exclusive = { focus = PRU_stand_with_austria }
		x = 8
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_national_unity = 0.1
		}
	}
#

#	focus = {
#		id = PRU_reclaim_mecklenburg
#		icon = GFX_goal_generic_forceful_treaty
#		prerequisite = { focus = PRU_german_ambitions }
#		x = 8
#		y = 6
#		cost = 10
#
#		available_if_capitulated = yes
#
#		completion_reward = {
#		MEC = {
#			country_event = { days = 1 id = napoleon.32 }
#		}	
#		}
#	}
#
	focus = {
		id = PRU_reclaim_saxony
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = PRU_german_ambitions }
		x = 6
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
		SAX = {
			country_event = { days = 1 id = napoleon.35 }
		}	
		}
	}
#
	focus = {
		id = PRU_reclaim_hannover
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = PRU_german_ambitions }
		x = 4
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
		HAN = {
			country_event = { days = 1 id = napoleon.38 }
		}	
		}
	}
#
	focus = {
		id = PRU_reclaim_oldenburg
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = PRU_german_ambitions }
		x = 2
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
		WES = {
			country_event = { days = 1 id = napoleon.41 }
		}	
		}
	}
#
	focus = {
		id = PRU_reclaim_cologne
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = PRU_german_ambitions }
		x = 0
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
		GNE = {
			country_event = { days = 1 id = napoleon.44 }
		}	
		}
	}
#
	focus = {
		id = PRU_reclaim_wurzburg
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = PRU_german_ambitions }
		x = 8
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
		WUZ = {
			country_event = { days = 1 id = napoleon.47 }
		}	
		}
	}
#
	focus = {
		id = PRU_reclaim_hesse
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = PRU_german_ambitions }
		x = 10
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
		HES = {
			country_event = { days = 1 id = napoleon.50 }
		}	
		}
	}
#
	focus = {
		id = PRU_reclaim_wurttemburg
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = PRU_german_ambitions }
		x = 12
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
		WUR = {
			country_event = { days = 1 id = napoleon.53 }
		}	
		}
	}
#
	focus = {
		id = PRU_reclaim_bavaria
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = PRU_german_ambitions }
		x = 14
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
		BAV = {
			country_event = { days = 1 id = napoleon.56 }
		}	
		}
	}
#### FOCUS COMPLETE ####
	focus = {
		id = PRU_stand_with_austria
		icon = GFX_goal_molotov_ribbentrop_pact
		prerequisite = { focus = PRU_the_hre }
		mutually_exclusive = { focus = PRU_german_ambitions }
		x = 18
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_national_unity = 0.1
		}
	}
#
	focus = {
		id = PRU_non_aggression_aus
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = PRU_stand_with_austria }
		x = 18
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			AUS = {
				country_event = { days = 1 id = napoleon.65 }
		} 
		}
	}
#
	focus = {
		id = PRU_ally_austria
		icon = GFX_goal_generic_national_unity
		prerequisite = { focus = PRU_non_aggression_aus }
		x = 18
		y = 7
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			AUS = {
				country_event = { days = 1 id = napoleon.68 }
		} 
		}
	}