
# Military

shared_focus = {
	id = deluge_naval_infrastructure
	icon = GFX_goal_generic_construct_naval_dockyard
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	x = 22
	y = 0
	cost = 10
	completion_reward = {
		navy_experience = 25
		random_owned_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								is_coastal = yes
								is_in_home_area = yes
								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
			}
		}
		if = {
			limit = {
				capital_scope = {
					is_coastal = yes
				}
			}
			capital_scope = {
				add_building_construction = {
					type = naval_base
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
					level = 1
					instant_build = yes
				}
			}
		}
		if = {
			limit = {
				capital_scope = {
					NOT = { is_coastal = yes } # This is dumb but "= no" always returns true
				}
			}
			random_owned_state = {
				limit = {
					is_coastal = yes
					is_in_home_area = yes
				}
				add_building_construction = {
					type = naval_base
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
					level = 1
					instant_build = yes
				}
			}
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
			has_war = yes
		}
		modifier = {
			factor = 0.1
			is_major = no
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
}

shared_focus = {
	id = deluge_naval_expansion
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = deluge_naval_infrastructure
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	x = 0
	y = 1
	relative_position_id = deluge_naval_infrastructure
	cost = 10
	completion_reward = {
		navy_experience = 25
		random_owned_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								is_coastal = yes
								is_in_home_area = yes
								free_building_slots = {
									building = dockyard
									size > 0
									include_locked = yes
								}
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
			has_war = yes
		}
		modifier = {
			factor = 0.1
			is_major = no
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
}

shared_focus = {
	id = deluge_new_ship_roles
	icon = GFX_goal_generic_navy_carrier
	prerequisite = { focus = deluge_naval_expansion }
	x = -1
	y = 1
	relative_position_id = deluge_naval_expansion
	cost = 10
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			bonus = 1.0
			uses = 2
			name = naval_equipment
			category = naval_equipment
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
			has_war = yes
		}
		modifier = {
			factor = 0.1
			is_major = no
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_naval_academy
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = { focus = deluge_naval_expansion }
	x = 1
	y = 1
	relative_position_id = deluge_naval_expansion
	cost = 10
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			bonus = 1.0
			uses = 2
			name = naval_doctrine
			category = naval_doctrine
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
			has_war = yes
		}
		modifier = {
			factor = 0.1
			is_major = no
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_innovative_navy
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = { focus = deluge_new_ship_roles }
	mutually_exclusive = { focus = deluge_traditional_navy }
	x = 0
	y = 1
	relative_position_id = deluge_new_ship_roles
	cost = 10
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			bonus = 1.0
			uses = 2
			name = innovative_navy_tech_bonuses
			category = cv_tech
			category = ss_tech
			category = naval_bomber
		}
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = naval_doctrine
			category = naval_doctrine
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
			has_war = yes
		}
		modifier = {
			factor = 0.1
			is_major = no
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_traditional_navy
	icon = GFX_goal_generic_navy_battleship
	prerequisite = { focus = deluge_naval_academy }
	mutually_exclusive = { focus = deluge_innovative_navy }
	x = 0
	y = 1
	relative_position_id = deluge_naval_academy
	cost = 10
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			bonus = 1.0
			uses = 2
			name = traditional_navy_tech_bonuses
			category = dd_tech
			category = cl_tech
			category = ca_tech
			category = bc_tech
			category = bb_tech
			category = shbb_tech
		}
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = naval_doctrine
			category = naval_doctrine
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
			has_war = yes
		}
		modifier = {
			factor = 0.1
			is_major = no
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_naval_exercises
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = { focus = deluge_traditional_navy focus = deluge_innovative_navy }
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	x = 0
	y = 3
	relative_position_id = deluge_naval_expansion
	cost = 10
	completion_reward = {
		navy_experience = 75
		random_owned_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								is_coastal = yes
								is_in_home_area = yes
								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
			}
		}
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = naval_equipment
			category = naval_equipment
		}
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = naval_doctrine
			category = naval_doctrine
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
			has_war = yes
		}
		modifier = {
			factor = 0.1
			is_major = no
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
}

shared_focus = {
	id = deluge_great_war_lessons
	icon = GFX_goal_generic_attack_allies
	x = 4
	y = 0
	relative_position_id = deluge_naval_infrastructure
	cost = 10
	completion_reward = {
		army_experience = 25
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = land_doctrine
			category = land_doctrine
		}
		add_ideas = deluge_post-great_war_army_idea
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			has_war = yes
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_weapon_advances
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = { focus = deluge_great_war_lessons }
	x = 0
	y = 1
	relative_position_id = deluge_great_war_lessons
	cost = 10
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = infantry_weapons
			category = infantry_weapons
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_nation-at-arms
	icon = GFX_focus_nation_at_arms
	prerequisite = { focus = deluge_weapon_advances }
	mutually_exclusive = { focus = deluge_standing_army }
	x = -1
	y = 1
	relative_position_id = deluge_weapon_advances
	cost = 10
	completion_reward = {
		army_experience = 25
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = land_doctrine
			category = land_doctrine
		}
		every_army_leader = {
			add_logistics = 1
		}
		swap_ideas = {
			remove_idea = deluge_post-great_war_army_idea
			add_idea = deluge_nation-at-arms_idea
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			has_war = yes
		}
		modifier = {
			factor = 0.5
			NOT = {
				has_government = communism
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_standing_army
	icon = GFX_focus_generic_military_mission
	prerequisite = { focus = deluge_weapon_advances }
	mutually_exclusive = { focus = deluge_nation-at-arms }
	x = 1
	y = 1
	relative_position_id = deluge_weapon_advances
	cost = 10
	completion_reward = {
		army_experience = 25
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = land_doctrine
			category = land_doctrine
		}
		every_army_leader = {
			add_planning = 1
		}
		swap_ideas = {
			remove_idea = deluge_post-great_war_army_idea
			add_idea = deluge_standing_army_idea
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			has_war = yes
		}
		modifier = {
			factor = 0.5
			has_government = communism
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_artillery_advances
	icon = GFX_goal_generic_army_artillery2
	prerequisite = { focus = deluge_standing_army focus = deluge_nation-at-arms }
	x = 0
	y = 2
	relative_position_id = deluge_weapon_advances
	cost = 10
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = artillery
			category = artillery
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_offensive_army
	icon = GFX_focus_RAJ_lions_of_the_great_war
	prerequisite = { focus = deluge_artillery_advances }
	mutually_exclusive = { focus = deluge_defensive_army }
	x = -1
	y = 1
	relative_position_id = deluge_artillery_advances
	cost = 10
	completion_reward = {
		army_experience = 25
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = land_doctrine
			category = land_doctrine
		}
		every_army_leader = {
			add_attack = 1
		}
		if = {
			limit = {
				NOT = {
					OR = {
						has_idea = deluge_nation-at-arms_idea
						has_idea = deluge_standing_army_idea
					}
				}
			}
			swap_ideas = {
				remove_idea = deluge_post-great_war_army_idea
				add_idea = deluge_offensive_army_tooltip_idea
			}
		}
		if = {
			limit = {
				has_idea = deluge_nation-at-arms_idea
			}
			swap_ideas = {
				remove_idea = deluge_nation-at-arms_idea
				add_idea = deluge_offensive_nation-at-arms_idea
			}
		}
		if = {
			limit = {
				has_idea = deluge_standing_army_idea
			}
			swap_ideas = {
				remove_idea = deluge_standing_army_idea
				add_idea = deluge_offensive_standing_army_idea
			}
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			has_war = yes
		}
		modifier = {
			factor = 0.5
			has_government = democratic
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_defensive_army
	icon = GFX_goal_generic_army_artillery
	prerequisite = { focus = deluge_artillery_advances }
	mutually_exclusive = { focus = deluge_offensive_army }
	x = 1
	y = 1
	relative_position_id = deluge_artillery_advances
	cost = 10
	completion_reward = {
		army_experience = 25
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = land_doctrine
			category = land_doctrine
		}
		every_army_leader = {
			add_defense = 1
		}
		if = {
			limit = {
				NOT = {
					OR = {
						has_idea = deluge_nation-at-arms_idea
						has_idea = deluge_standing_army_idea
					}
				}
			}
			swap_ideas = {
				remove_idea = deluge_post-great_war_army_idea
				add_idea = deluge_defensive_army_tooltip_idea
			}
		}
		if = {
			limit = {
				has_idea = deluge_nation-at-arms_idea
			}
			swap_ideas = {
				remove_idea = deluge_nation-at-arms_idea
				add_idea = deluge_defensive_nation-at-arms_idea
			}
		}
		if = {
			limit = {
				has_idea = deluge_standing_army_idea
			}
			swap_ideas = {
				remove_idea = deluge_standing_army_idea
				add_idea = deluge_defensive_standing_army_idea
			}
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			has_war = yes
		}
		modifier = {
			factor = 0.5
			NOT = {
				has_government = democratic
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_specialist_roles
	icon = GFX_goal_generic_special_forces
	prerequisite = { focus = deluge_offensive_army focus = deluge_defensive_army }
	x = 0
	y = 2
	relative_position_id = deluge_artillery_advances
	cost = 10
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = infantry_tech
			category = mountaineers_tech
			category = marine_tech
			category = para_tech
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_marines
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = { focus = deluge_naval_infrastructure }
	prerequisite = { focus = deluge_specialist_roles }
	x = -2
	y = 1
	relative_position_id = deluge_specialist_roles
	cost = 10
	completion_reward = {
		army_experience = 25
		navy_experience = 75
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = marine_tech
			category = marine_tech
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_paratroopers
	icon = GFX_focus_generic_paratrooper
	prerequisite = { focus = deluge_specialist_roles }
	prerequisite = { focus = deluge_aircraft_industry }
	x = 2
	y = 1
	relative_position_id = deluge_specialist_roles
	cost = 10
	completion_reward = {
		army_experience = 25
		air_experience = 75
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = para_tech
			category = para_tech
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}



shared_focus = {
	id = deluge_support_brigades
	icon = GFX_goal_generic_position_armies
	prerequisite = { focus = deluge_specialist_roles }
	x = 0
	y = 1
	relative_position_id = deluge_specialist_roles
	cost = 10
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = support_tech
			category = support_tech
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}


shared_focus = {
	id = deluge_mobile_warfare
	icon = GFX_goal_generic_army_motorized
	prerequisite = { focus = deluge_support_brigades }
	x = -1
	y = 1
	relative_position_id = deluge_support_brigades
	cost = 10
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = motorized_equipment
			category = motorized_equipment
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}


shared_focus = {
	id = deluge_armoured_warfare
	icon = GFX_goal_generic_army_tanks
	prerequisite = { focus = deluge_support_brigades }
	x = 1
	y = 1
	relative_position_id = deluge_support_brigades
	cost = 10
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = armor
			category = armor
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_field_exercises
	icon = GFX_goal_generic_army_doctrines
	prerequisite = { focus = deluge_mobile_warfare focus = deluge_armoured_warfare }
	x = 0
	y = 2
	relative_position_id = deluge_support_brigades
	cost = 10
	completion_reward = {
		army_experience = 25
		add_tech_bonus = {
			bonus = 1.0
			uses = 2
			name = land_doctrine
			category = land_doctrine
		}
		if = {
			limit = {
				NOT = {
					OR = {
						has_idea = deluge_offensive_nation-at-arms_idea
						has_idea = deluge_defensive_nation-at-arms_idea
						has_idea = deluge_offensive_standing_army_idea
						has_idea = deluge_defensive_standing_army_idea
						has_idea = deluge_nation-at-arms_idea
						has_idea = deluge_standing_army_idea
					}
				}
			}
			swap_ideas = {
				remove_idea = deluge_post-great_war_army_idea
				add_idea = deluge_modern_army_tooltip_idea
			}
		}
		if = {
			limit = {
				has_idea = deluge_nation-at-arms_idea
			}
			swap_ideas = {
				remove_idea = deluge_nation-at-arms_idea
				add_idea = deluge_modern_nation-at-arms_tooltip_idea
			}
		}
		if = {
			limit = {
				has_idea = deluge_standing_army_idea
			}
			swap_ideas = {
				remove_idea = deluge_standing_army_idea
				add_idea = deluge_modern_standing_army_tooltip_idea
			}
		}
		if = {
			limit = {
				has_idea = deluge_offensive_nation-at-arms_idea
			}
			swap_ideas = {
				remove_idea = deluge_offensive_nation-at-arms_idea
				add_idea = deluge_modern_offensive_nation-at-arms_idea
			}
		}
		if = {
			limit = {
				has_idea = deluge_defensive_nation-at-arms_idea
			}
			swap_ideas = {
				remove_idea = deluge_defensive_nation-at-arms_idea
				add_idea = deluge_modern_defensive_nation-at-arms_idea
			}
		}
		if = {
			limit = {
				has_idea = deluge_offensive_standing_army_idea
			}
			swap_ideas = {
				remove_idea = deluge_offensive_standing_army_idea
				add_idea = deluge_modern_offensive_standing_army_idea
			}
		}
		if = {
			limit = {
				has_idea = deluge_defensive_standing_army_idea
			}
			swap_ideas = {
				remove_idea = deluge_defensive_standing_army_idea
				add_idea = deluge_modern_defensive_standing_army_idea
			}
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 5
			has_war = yes
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_aircraft_industry
	icon = GFX_goal_generic_air_production
	x = 3
	y = 0
	relative_position_id = deluge_great_war_lessons
	cost = 10
	completion_reward = {
		set_country_flag = air_focus_1
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					NOT = {
						free_building_slots = {
							building = air_base
							size > 1
						}
					}
				}
			}
			random_owned_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
		}
		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
				}
			}
		}
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = air_doctrine
			category = air_doctrine
		}
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = air_equipment
			category = air_equipment
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			has_war = yes
		}
		modifier = {
			factor = 0.2
			is_major = no
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
}

shared_focus = {
	id = deluge_aircraft_developments
	icon = GFX_goal_generic_air_fighter
	prerequisite = { focus = deluge_aircraft_industry }
	x = 0
	y = 1
	relative_position_id = deluge_aircraft_industry
	cost = 10
	completion_reward = {
		set_country_flag = air_focus_2
		air_experience = 25
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = air_doctrine
			category = air_doctrine
		}
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = air_equipment
			category = air_equipment
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			has_war = yes
		}
		modifier = {
			factor = 0.2
			is_major = no
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_army_airforce
	icon = GFX_goal_generic_air_bomber
	prerequisite = { focus = deluge_aircraft_developments }
	x = 0
	y = 1
	relative_position_id = deluge_aircraft_developments
	cost = 10
	completion_reward = {
		set_country_flag = air_focus_3
		air_experience = 25
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = air_doctrine
			category = air_doctrine
		}
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = air_equipment
			category = air_equipment
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			has_war = yes
		}
		modifier = {
			factor = 0.2
			is_major = no
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}

shared_focus = {
	id = deluge_flight_schools
	icon = GFX_goal_generic_air_doctrine
	prerequisite = { focus = deluge_army_airforce }
	x = 0
	y = 1
	relative_position_id = deluge_army_airforce
	cost = 10
	completion_reward = {
		set_country_flag = air_focus_4
		air_experience = 25
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = air_doctrine
			category = air_doctrine
		}
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = air_equipment
			category = air_equipment
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			has_war = yes
		}
		modifier = {
			factor = 0.2
			is_major = no
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
}