focus_tree = {
	id = persian_focus

	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = PER
		}
	}
	
	default = no

	focus = {
		id = PER_urbanize_the_countryside
		icon = GFX_goal_generic_construct_infrastructure
		x = 0
		y = 0
		cost = 10
		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			# Fars
			412 = {
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			# Khuzestan
			413 = {
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			# Isfahan
			411 = {
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
	}
	
	focus = {
		id = PER_industrialize_the_north
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = PER_urbanize_the_countryside }
		x = 0
		y = 1
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			# Tehran
			266 = {
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			# Khorasan
			416 = {
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			# Gilan
			420 = {
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			# Azerbaijan
			419 = {
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			
		}
	}

	focus = {
		id = PER_industrialize_the_south
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = PER_industrialize_the_north }
		x = 0
		y = 2
		cost = 10
		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			# Isfahan
			411 = {
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			# Fars
			412 = {
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			# Khuzestan
			413 = {
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			# Hamadan
			417 = {
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}
	
	focus = {
		id = PER_fortress_persia
		icon = GFX_goal_generic_fortify_city
		prerequisite = { focus = PER_industrialize_the_south }
		x = 0
		y = 4
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			#add_ideas = PER_babak_jamshidi
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = PER_babak_jamshidi
			# Khorasan
			416 = {
				custom_effect_tooltip = PER_fortress_persia_forts
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 10351
						instant_build = yes
					}
					add_building_construction = {
						type = bunker
						level = 2
						province = 1521
						instant_build = yes
					}
					add_building_construction = {
						type = bunker
						level = 2
						province = 5029
						instant_build = yes
					}
					add_building_construction = {
						type = bunker
						level = 2
						province = 2000
						instant_build = yes
					}
					add_building_construction = {
						type = anti_air_building
						level = 2
						instant_build = yes
					}
				}
			}
			# Tehran
			266 = {
				custom_effect_tooltip = PER_fortress_persia_forts_6
				hidden_effect = {	
					add_building_construction = {
						type = bunker
						level = 4
						province = 7602
						instant_build = yes
					}
					add_building_construction = {
						type = anti_air_building
						level = 2
						instant_build = yes
					}
				}	
			}
			# Gilan
			420 = {
				custom_effect_tooltip = PER_fortress_persia_forts_1
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 4901
						instant_build = yes
					}
					add_building_construction = {
						type = bunker
						level = 2
						province = 10454
						instant_build = yes
					}
				}
			}
			# Azerbaijan
			419 = {
				custom_effect_tooltip = PER_fortress_persia_forts_2
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 4825
						instant_build = yes
					}
					add_building_construction = {
						type = bunker
						level = 2
						province = 4755
						instant_build = yes
					}
					add_building_construction = {
						type = bunker
						level = 2
						province = 1636
						instant_build = yes
					}
					add_building_construction = {
						type = bunker
						level = 2
						province = 7604
						instant_build = yes
					}
					add_building_construction = {
						type = anti_air_building
						level = 2
						instant_build = yes
					}
				}
			}
			# Khuzestan
			413 = {
				custom_effect_tooltip = PER_fortress_persia_forts_3
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 7953
						instant_build = yes
					}
					add_building_construction = {
						type = bunker
						level = 2
						province = 5005
						instant_build = yes
					}
					add_building_construction = {
						type = coastal_bunker
						level = 2
						province = 5005
						instant_build = yes
					}
					add_building_construction = {
						type = coastal_bunker
						level = 2
						province = 5089
						instant_build = yes
					}
				}
			}
			# Fars
			412 = {
				custom_effect_tooltip = PER_fortress_persia_forts_4
				hidden_effect = {
					add_building_construction = {
						type = coastal_bunker
						level = 2
						province = 10797
						instant_build = yes
					}
					add_building_construction = {
						type = coastal_bunker
						level = 2
						province = 12832
						instant_build = yes
					}
					add_building_construction = {
						type = coastal_bunker
						level = 2
						province = 4959
						instant_build = yes
					}
					add_building_construction = {
						type = coastal_bunker
						level = 2
						province = 7982
						instant_build = yes
					}
				}
			}
			# Sistan
			410 = {
				custom_effect_tooltip = PER_fortress_persia_forts_5
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 2070
						instant_build = yes
					}
					add_building_construction = {
						type = bunker
						level = 2
						province = 10782
						instant_build = yes
					}
					add_building_construction = {
						type = bunker
						level = 2
						province = 13082
						instant_build = yes
					}
					add_building_construction = {
						type = bunker
						level = 2
						province = 4891
						instant_build = yes
					}
					add_building_construction = {
						type = coastal_bunker
						level = 2
						province = 4891
						instant_build = yes
					}
					add_building_construction = {
						type = coastal_bunker
						level = 2
						province = 1889
						instant_build = yes
					}
				}
			}
		}
	}
	
	focus = {
		id = PER_education_reform
		icon = GFX_goal_generic_national_unity
		x = 3
		y = 0
		cost = 10
		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_ideas = PER_education_reform_focus
		}
	}
	
	focus = {
		id = PER_technical_schools
		icon = GFX_goal_generic_production2
		prerequisite = { focus = PER_education_reform }
		x = 3
		y = 3
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			add_tech_bonus = {
				name = PER_technical_schools
				bonus = 0.5
				uses = 1
				category = electronics
			}
			add_tech_bonus = {
				name = PER_technical_schools
				bonus = 0.5
				uses = 1
				category = industry
			}
		}
	}
	
	focus = {
		id = PER_urban_planning
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = PER_education_reform }
		x = 4
		y = 1
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		
		completion_reward = {
			add_ideas = PER_urban_planing_focus
			# Tehran
			266 = {
				add_extra_state_shared_building_slots = 2
			}
			# Khorasan
			416 = {
				add_extra_state_shared_building_slots = 2
			}
			# Gilan
			420 = {
				add_extra_state_shared_building_slots = 2
			}
			# Azerbaijan
			419 = {
				add_extra_state_shared_building_slots = 2
			}
			# Hamadan
			417 = {
				add_extra_state_shared_building_slots = 2
			}
			# Kurdistan
			421 = {
				add_extra_state_shared_building_slots = 2
			}
			# Isfahan
			411 = {
				add_extra_state_shared_building_slots = 2
			}
			# Khuzestan
			413 = {
				add_extra_state_shared_building_slots = 2
			}
			# Fars
			412 = {
				add_extra_state_shared_building_slots = 2
			}
			# Sistan
			410 = {
				add_extra_state_shared_building_slots = 2
			}
		}
	}
	
	focus = {
		id = PER_establish_tehran_university
		icon = GFX_focus_research
		prerequisite = { focus = PER_education_reform focus = PER_industrialize_the_north }
		x = 2
		y = 1
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		
		completion_reward = {
			add_research_slot = 1
			hidden_effect = {
				country_event = { id = persia.10 }
			}
		}
	}
	
	focus = {
		id = PER_reform_the_judiciary
		icon = GFX_goal_generic_neutrality_focus
		prerequisite = { focus = PER_establish_tehran_university }
		x = 2
		y = 2
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		available = {
			NOT = { has_government = neutrality }
		}
		
		completion_reward = {
			country_event = { id = persia.3 }
			remove_ideas = PER_corrupt_bureaucracy_judiciary
		}
	}
	
	focus = {
		id = PER_rocketry
		icon = GFX_focus_rocketry
		mutually_exclusive = { focus = PER_nuclear_effort }
		available = {
		}
		prerequisite = { focus = PER_reform_the_judiciary }
		x = 2
		y = 4
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		
		completion_reward = {
			add_tech_bonus = {
				name = PER_rocketry
				bonus = 0.5
				uses = 4
				category = rocketry
			}
		}
	}
	
	focus = {
		id = PER_nuclear_effort
		icon = GFX_focus_wonderweapons
		mutually_exclusive = { focus = PER_rocketry }
		available = {
		}
		prerequisite = { focus = PER_reform_the_judiciary }
		x = 4
		y = 4
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			add_tech_bonus = {
				name = PER_nuclear_effort
				bonus = 0.5
				uses = 2
				category = nuclear
			}
			news_event = { id = news.174 } 
		}
	}
	
	focus = {
		id = PER_secret_weapons
		icon = GFX_goal_generic_secret_weapon
		text = secret_weapons
		prerequisite = { focus = PER_nuclear_effort focus = PER_rocketry }
		x = 3
		y = 5
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			add_tech_bonus = {
				name = secret_bonus
				bonus = 0.5
				uses = 2
				category = electronics
				category = rocketry
				category = nuclear
			}
		}
	}

	focus = {
		id = PER_extra_tech_slot
		icon = GFX_focus_research
		prerequisite = { focus = PER_industrialize_the_south focus = PER_reform_the_judiciary }
		x = 1
		y = 3
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {
			num_of_factories > 40
		}	
		
		completion_reward = {
			add_research_slot = 1
		}
	}

	focus = {
		id = PER_modernized_telecommunications
		icon = GFX_goal_generic_radar
		prerequisite = { focus = PER_extra_tech_slot }
		x = 1
		y = 6
		cost = 20
		available = {
			has_tech = radio_detection 
		}
		ai_will_do = {
			factor = 1
		}	
		
		completion_reward = {
			add_tech_bonus = {
				name = radar_focus
				bonus = 0.5
				uses = 2
				category = radar_tech
			}
			# Tehran
			266 = {
				add_building_construction = {
					type = radar_station
					level = 1
					instant_build = yes
				}
			}
			# Azerbaijan
			419 = {
				add_building_construction = {
					type = radar_station
					level = 1
					instant_build = yes
				}
			}
			# Fars
			412 = {
				add_building_construction = {
					type = radar_station
					level = 1
					instant_build = yes
				}
			}
		}
	}
	
	focus = {
		id = PER_invest_in_synthetics
		icon = GFX_goal_generic_oil_refinery
		prerequisite = { focus = PER_modernized_telecommunications }
		x = 7
		y = 7
		cost = 10
		available = {
			has_tech = synth_oil_experiments
		}
		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			411 = {
				add_building_construction = {
					type = synthetic_refinery
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}	
			add_tech_bonus = {
				name = PER_invest_in_synthetics
				bonus = 0.5
				uses = 1
				category = synth_resources
			}
		}
	}

	focus = {
		id = PER_rebuild_herat
		icon = GFX_goal_generic_construction
		prerequisite = { focus = PER_modernized_telecommunications }
		available = {
			PER = {
				controls_state = 415
			}
		}
		x = 3
		y = 7
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			415 = { add_core_of = PER }
			267 = { add_core_of = PER }
			# Herat
			415 = {
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_building_construction = {
					type = infrastructure
					level = 4
					instant_build = yes
				}
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 4
			}
		}
	}
	
	focus = {
		id = PER_rebuild_baghdad
		icon = GFX_goal_generic_construction
		prerequisite = { focus = PER_rebuild_herat }
		available = {
			PER = {
				controls_state = 291
			}
		}
		x = 4
		y = 8
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			291 = { add_core_of = PER }
			676 = { add_core_of = PER }
			675 = { add_core_of = PER }
			# Baghdad
			291 = {
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_building_construction = {
					type = infrastructure
					level = 4
					instant_build = yes
				}
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 4
			}
		}
	}
	
	focus = {
		id = PER_form_savak
		icon = GFX_goal_generic_wolf_pack
		prerequisite = { focus = PER_modernized_telecommunications }
		x = 5
		y = 7
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			add_ideas = PER_form_savak_focus
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				technology = tech_military_police2
				technology = tech_military_police3
				technology = tech_military_police4
			}
		}
	}
	
	focus = {
		id = PER_extra_tech_slot_2
		icon = GFX_focus_research
		prerequisite = { focus = PER_modernized_telecommunications }
		x = 1
		y = 7
		cost = 10
		available = {
			num_of_factories > 100
		}
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			add_research_slot = 1
		}
	}
	
	focus = {
		id = PER_search_for_steel
		icon = GFX_goal_generic_production
		prerequisite = { focus = PER_extra_tech_slot_2 }
		available = {
			PER = {
				controls_state = 411
				controls_state = 420
				controls_state = 417
				controls_state = 416
			}
			num_of_factories > 110
			has_tech = construction3 
			has_tech = advanced_machine_tools 
		}
		x = 0
		y = 8
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			#Isfahan
			add_resource = {
				type = steel
				amount = 12
				state = 411
			}
			#Gilan
			add_resource = {
				type = steel
				amount = 12
				state = 420
			}
			#Hamadan
			add_resource = {
				type = steel
				amount = 12
				state = 417
			}
			#Khorasan
			add_resource = {
				type = steel
				amount = 12
				state = 416
			}
		}
	}	
	
	focus = {
		id = PER_develop_saudi_oil_fields
		icon = GFX_goal_generic_oil_refinery
		prerequisite = { focus = PER_extra_tech_slot_2 }
		available = {
			PER = {
				controls_state = 292
			}
		}
		x = 2
		y = 8
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		
		completion_reward = {
			add_resource = {
				type = oil
				amount = 40
				state = 292
			}
		}
	}
	
	focus = {
		id = PER_government_reform
		icon = GFX_goal_generic_national_unity
		x = 8
		y = 0
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			add_political_power = 120
		}
	}
	
	focus = {
		id = PER_nationalism_focus
		icon = GFX_goal_support_fascism #icon = GFX_goal_tripartite_pact
		mutually_exclusive = { focus = PER_communism_focus focus = PER_democratic_focus }
		prerequisite = { focus = PER_government_reform }
		available = {
			OR = {
				has_government = fascism
				has_government = neutrality
			}
		}
		x = 6
		y = 1
		cost = 10
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 2
				any_neighbor_country = {
					is_major = yes
					has_government = fascism
				}
			}
		}
		
		completion_reward = {
			add_ideas = PER_nationalism_focus
		}
	}
	
	focus = {
		id = PER_gulf_claims
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = PER_nationalism_focus }
		x = 4
		y = 2
		cost = 10
		ai_will_do = {
			factor = 1
		}

		bypass = {
			NOT = { country_exists = ENG }
			OR = {
					has_war_with = ENG
					is_in_faction_with = ENG
					AND = {
						NOT = { 656 = { is_owned_by = ENG } }	
						NOT = { 658 = { is_owned_by = ENG } }
					}
				}
		}

		completion_reward = {
			create_wargoal = {
			target = SAU
			type = take_state_focus
			generator = { 292 }
			}
			add_state_claim = 656
			add_state_claim = 658
			ENG = {
				add_opinion_modifier = { target = PER modifier = PER_claimed_the_gulf }
			}
			SAU = {
				add_opinion_modifier = { target = PER modifier = PER_claimed_the_gulf }
			}
		}
	}
		
	focus = {
		id = PER_communism_focus
		icon = GFX_goal_support_communism #icon = GFX_goal_tripartite_pact
		mutually_exclusive = { focus = PER_nationalism_focus focus = PER_democratic_focus }
		prerequisite = { focus = PER_government_reform }
		available = {
			OR = {
				has_government = communism
				has_government = neutrality
			}
		}
		x = 8
		y = 1
		cost = 10
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 2
				any_neighbor_country = {
					is_major = yes
					has_government = communism
				}
			}
		}
		
		completion_reward = {
			add_ideas = internationalism
		}
	}
	
	focus = {
		id = PER_democratic_focus
		icon = GFX_goal_support_democracy
		mutually_exclusive = { focus = PER_nationalism_focus focus = PER_communism_focus }
		prerequisite = { focus = PER_government_reform }
		available = {
			OR = {
				has_government = democratic
				has_government = neutrality
			}
		}
		x = 10
		y = 1
		cost = 5
		ai_will_do = {
			factor = 95
			modifier = {
				factor = 0.1
				any_neighbor_country = {
					is_major = yes
					OR = {
						has_government = communism
						has_government = fascism
					}
				}
				NOT = {
					any_neighbor_country = {
						is_major = yes
						has_government = democratic
					}
				}
			}
		}
		
		completion_reward = {
			add_ideas = {	PER_support_the_centre_focus	}
		}
	}
	
	focus = {
		id = PER_support_nationalist_cause
		icon = GFX_goal_generic_military_deal
		prerequisite = { focus = PER_nationalism_focus }
		x = 6
		y = 2
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			set_rule = { can_send_volunteers = yes }
			add_ideas = military_youth_focus
			if = {
				limit = { has_idea = neutrality_idea }
				remove_ideas = neutrality_idea
			}
		}
	}
	
	focus = {	
		id = PER_support_communist_cause
		icon = GFX_goal_generic_military_deal
		prerequisite = { focus = PER_communism_focus }
		x = 8
		y = 2
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			set_rule = { can_send_volunteers = yes }
			add_ideas = paramilitarism_focus
			if = {
				limit = { has_idea = neutrality_idea }
				remove_ideas = neutrality_idea
			}
		}
	}
	
	focus = {
		id = PER_foreign_expeditions
		icon = GFX_goal_generic_more_territorial_claims
		prerequisite = { focus = PER_democratic_focus }
		x = 10
		y = 2
		cost = 5
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			set_rule = { can_send_volunteers = yes }
			add_ideas = foreign_expeditions_focus
			add_political_power = 300
			if = {
				limit = { has_idea = neutrality_idea }
				remove_ideas = neutrality_idea
			}
		}
	}
	
	focus = {
		id = PER_nationalize_oil
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = PER_support_nationalist_cause focus = PER_support_communist_cause focus = PER_foreign_expeditions}
		mutually_exclusive = { focus = PER_persian_corridor }
		available = {
			PER = {
				controls_state = 413
			}
		}
		x = 7
		y = 3
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		
		completion_reward = {
			ENG = { 
				country_event = { id = persia.11 } 
			}
			remove_ideas = PER_anglo_iranian_oil_company
			ENG = {
				add_opinion_modifier = { target = PER modifier = PER_nationalized_oil }
			}
			add_resource = {
				type = oil
				amount = 40
				state = 413
			}
		}
	}
	
	focus = {
		id = PER_german_millitary_cooperation
		icon = GFX_goal_molotov_ribbentrop_pact
		prerequisite = { focus = PER_nationalize_oil }
		mutually_exclusive = { focus = PER_soviet_cooperation }
		available = {
			NOT = { has_war_with = GER }
			is_in_faction_with = GER
		}
		
		x = 6
		y = 4
		cost = 10
		ai_will_do = {
			factor = 10
		}	
		
		completion_reward = {
			add_ideas = PER_german_millitary_cooperation_focus
		}
	}
	
	focus = {
		id = PER_soviet_cooperation
		icon = GFX_goal_molotov_ribbentrop_pact
		prerequisite = { focus = PER_nationalize_oil }
		mutually_exclusive = { focus = PER_german_millitary_cooperation }
		available = {
			NOT = { has_war_with = SOV }
			is_in_faction_with = SOV
		}
		
		x = 8
		y = 4
		cost = 10
		ai_will_do = {
			factor = 10
		}	
		
		completion_reward = {
			add_ideas = PER_soviet_cooperation_focus
		}
	}
	
	focus = {
		id = PER_establish_propaganda_ministry
		icon = GFX_goal_generic_propaganda
		prerequisite = { focus = PER_german_millitary_cooperation focus = PER_soviet_cooperation }
		x = 7
		y = 5
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		
		completion_reward = {
			#add_ideas = PER_bardia_mazandarani
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = PER_bardia_mazandarani
			add_national_unity = 0.05
		}
	}
	
	focus = {
		id = PER_persian_corridor
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus = PER_foreign_expeditions focus = PER_support_communist_cause }
		mutually_exclusive = { focus = PER_nationalize_oil }
		x = 9
		y = 3
		cost = 5
		ai_will_do = {
			factor = 1
		}	
		
		completion_reward = {
			# Khuzestan
			413 = {
				add_building_construction = {
					type = infrastructure
					level = 5
					instant_build = yes
				}
			}
			# Kurdistan
			421 = {
				add_building_construction = {
					type = infrastructure
					level = 5
					instant_build = yes
				}
			}
			# Azerbaijan
			419 = {
				add_building_construction = {
					type = infrastructure
					level = 5
					instant_build = yes
				}
			}
			# Gilan
			420 = {
				add_building_construction = {
					type = infrastructure
					level = 5
					instant_build = yes
				}
			}
		}
	}
	
	focus = {
		id = PER_foreign_reinforcements
		icon = GFX_goal_generic_position_armies
		prerequisite = { focus = PER_persian_corridor }
		x = 10
		y = 4
		cost = 5
		available = {
			NOT = { has_war_with = ENG }
			is_in_faction_with = ENG
		}
		ai_will_do = {
			factor = 1
		}	
		
		completion_reward = {
			custom_effect_tooltip = PER_foreign_reinforcements_tt
			hidden_effect = {
				load_oob = PER_foreign_reinforcements
			}
		}
	}
	
	focus = {
		id = PER_technology_sharing
		icon = GFX_goal_generic_scientific_exchange
		prerequisite = { focus = PER_persian_corridor }
		x = 9
		y = 5
		cost = 5
		ai_will_do = {
			factor = 1
		}	
		
		completion_reward = {
			add_research_slot = 1	
		}
	}
	
	focus = {
		id = PER_create_a_mic
		icon = GFX_goal_generic_construct_infrastructure
		x = 5
		y = 0
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			#add_ideas = PER_massoud_lajani
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = PER_massoud_lajani
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 1
				category = support_tech
			}
		}
	}
	
	focus = {
		id = PER_militarization_efforts
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = PER_create_a_mic }
		x = 5
		y = 3
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			# Tehran
			266 = {
				add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 3
			}
			# Azerbaijan
			419 = {
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			
		}
	}
	
	focus = {
		id = PER_militarization_efforts_2
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = PER_militarization_efforts }
		x = 5
		y = 6
		cost = 10
		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			# Isfahan
			411 = {
				add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 3
			}
			# Fars
			412 = {
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}
	
	focus = {
		id = PER_revive_the_empire
		icon = GFX_goal_generic_attack_allies
		x = 12
		y = 0
		cost = 10
		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			add_political_power = 120
		}
	}
	
	
	focus = {
		id = PER_claim_iraq
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = PER_revive_the_empire }
		x = 11
		y = 3
		cost = 10
		ai_will_do = {
			factor = 1
		}
		bypass = {
			NOT = { country_exists = IRQ }
			291 = { is_owned_by = PER }
			676 = { is_owned_by = PER }
			675 = { is_owned_by = PER }
		}
		
		completion_reward = {
			create_wargoal = {
			target = IRQ
			type = take_state_focus
			generator = { 291 }
			}
			IRQ = {
				add_opinion_modifier = { target = PER modifier = PER_claimed_iraq }
			}
		}
	}
	
	focus = {
		id = PER_claim_turkey
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = PER_claim_iraq }
		x = 11
		y = 6
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {
			PER = {
				controls_state = 291
			}
		}
		bypass = {
			NOT = { country_exists = TUR }
			49 = { is_owned_by = PER }
		}
		
		completion_reward = {
			create_wargoal = {
			target = TUR
			type = take_state_focus
			generator = { 49 }
			}
			TUR = {
				add_opinion_modifier = { target = PER modifier = PER_claimed_turkey }
			}
			# Tehran
			266 = {
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}
	
	focus = {
		id = PER_rebuild_the_royal_road
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = PER_claim_turkey }
		x = 11
		y = 8
		cost = 10
		ai_will_do = {
			factor = 10
		}
		available = {
			PER = {
				controls_state = 417
				controls_state = 420
				controls_state = 419
				controls_state = 352
				controls_state = 353
				controls_state = 349
				controls_state = 348
				controls_state = 49
				controls_state = 340
			}
		}
		
		completion_reward = {
			# Hamadan
			417 = {
				add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
			}
			# Gilan
			420 = {
				add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
			}
			# Azerbaijan
			419 = {
				add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
			}
			# Van
			352 = {
				add_building_construction = {
					type = infrastructure
					level = 4
					instant_build = yes
				}
			}
			# Erzurum
			353 = {
				add_building_construction = {
					type = infrastructure
					level = 4
					instant_build = yes
				}
			}
			# Sivas
			349 = {
				add_building_construction = {
					type = infrastructure
					level = 4
					instant_build = yes
				}
			}
			# Kayseri
			348 = {
				add_building_construction = {
					type = infrastructure
					level = 4
					instant_build = yes
				}
			}
			# Kayseri
			49 = {
				add_building_construction = {
					type = infrastructure
					level = 4
					instant_build = yes
				}
			}
			# Bursa
			340 = {
				add_building_construction = {
					type = infrastructure
					level = 4
					instant_build = yes
				}
			}
		}
	}
	
	focus = {
		id = PER_claim_afghanistan
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = PER_revive_the_empire }
		x = 13
		y = 3
		cost = 10
		ai_will_do = {
			factor = 1
		}
		bypass = {
			NOT = { country_exists = AFG }
			415 = { is_owned_by = PER }
			267 = { is_owned_by = PER }
		}

		completion_reward = {
			create_wargoal = {
			target = AFG
			type = take_state_focus
			generator = { 267 }
			}
			AFG = {
				add_opinion_modifier = { target = PER modifier = PER_claimed_afghanistan }
			}
		}
	}
	
	focus = {
		id = PER_road_to_jerusalem
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = PER_claim_afghanistan }
		x = 13
		y = 6
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {
			PER = {
				controls_state = 267
			}
		}
		bypass = {
			NOT = { country_exists = ENG }
			454 = { is_owned_by = PER }
		}

		completion_reward = {
			create_wargoal = {
			target = ENG
			type = take_state_focus
			generator = { 454 }
			}
			ENG = {
				add_opinion_modifier = { target = PER modifier = PER_claimed_the_holy_land }
			}
			# Isfahan
			411 = {
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}
	
	focus = {
		id = PER_demand_syria
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = PER_revive_the_empire }
		available = {
			has_army_manpower = { size > 350000 }
			PER = {
				controls_state = 291
			}
		}
		x = 12
		y = 1
		cost = 10
		ai_will_do = {
			factor = 10	
		}
		bypass = {
			680 = { is_owned_by = PER }
			677 = { is_owned_by = PER }
			554 = { is_owned_by = PER }
			553 = { is_owned_by = PER }
		}
		
		completion_reward = {
			if =  {
				limit = {
					FRA = { owns_state = 554 }
				}
				FRA = {
					country_event = { id = persia.1 }
				}
			}
		}
	}
	
	focus = {
		id = PER_revoke_gullistan
		icon = GFX_goal_generic_war_with_comintern
		prerequisite = { focus = PER_demand_syria }
		x = 12
		y = 5
		cost = 10
		ai_will_do = {
			factor = 10	
		}

		completion_reward = {
			create_wargoal = {
			target = SOV
			type = take_state_focus
			generator = { 229 }
			}
			add_state_claim = 230
			add_state_claim = 231
			add_state_claim = 584
			SOV = {
				add_opinion_modifier = { target = PER modifier = PER_revoked_gullistan }
			}
			#add_ideas = PER_Rostam_Tehrani
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = PER_Rostam_Tehrani
		}
	}
	
	focus = {
		id = PER_the_saoshyant
		icon = GFX_goal_generic_territory_or_war
		prerequisite = { focus = PER_road_to_jerusalem }
		prerequisite = { focus = PER_claim_turkey }
		x = 12
		y = 7
		cost = 20
		ai_will_do = {
			factor = 1
		}	
		available = {
			PER = {
				controls_state = 49
				controls_state = 291
				controls_state = 267
			}
		}
		
		completion_reward = {
			add_ideas = PER_awoken_generation
			add_national_unity = 0.1
		}
	}
	
	focus = {
		id = PER_modernize_the_artesh
		icon = GFX_goal_generic_axis_build_infantry
		x = 15
		y = 0
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			#add_ideas = PER_Hassan_Shirali
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = PER_Hassan_Shirali
			# Tehran
			266 = {
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
			army_experience = 50
		}
	}
	
	focus = {
		id = PER_mass_forces
		icon = GFX_goal_demand_sudetenland
		prerequisite = { focus = PER_modernize_the_artesh }
		mutually_exclusive = { focus = PER_elite_forces }
		x = 14
		y = 1
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			add_ideas = PER_mass_forces_focus
		}
	}
	
	focus = {
		id = PER_standardized_equipment
		icon = GFX_goal_generic_military_sphere
		prerequisite = { focus = PER_mass_forces }
		x = 14
		y = 2
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			#add_ideas = PER_ramin_khorramdin
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = PER_ramin_khorramdin
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 1
				category = artillery
			}
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 1
				category = infantry_weapons
			}
		}
	}
	
	focus = {
		id = PER_armor_effort
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = PER_standardized_equipment }
		x = 14
		y = 4
		cost = 10
		completion_reward = {
			#add_ideas = PER_Vandad_Rahbar
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = PER_Vandad_Rahbar
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.5
				uses = 1
				category = cat_light_armor
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.5
				uses = 1
				category = cat_medium_armor
			}
		}
	}
	
	focus = {
		id = PER_doctrine_of_holy_defense
		icon = GFX_goal_generic_defence
		prerequisite = { focus = PER_armor_effort }
		x = 14
		y = 5
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			add_ideas = PER_doctrine_of_holy_defense_focus
		}
	}
	
	focus = {
		id = PER_elite_forces
		icon = GFX_goal_generic_cavalry
		prerequisite = { focus = PER_modernize_the_artesh }
		mutually_exclusive = { focus = PER_mass_forces }
		x = 16
		y = 1
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			add_ideas = PER_elite_forces_focus
		}
	}
	
	focus = {
		id = PER_mechanized_focus
		icon = GFX_goal_generic_army_motorized
		prerequisite = { focus = PER_elite_forces }
		x = 16
		y = 2
		cost = 10
		
		completion_reward = {
			#add_ideas = PER_derafsh_ghorbani
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = PER_derafsh_ghorbani
			add_tech_bonus = {
				name = motorized_bonus
				bonus = 0.5
				uses = 1
				category = cat_mechanized_equipment
			}
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				technology = motorized_rocket_unit
			}
		}
	}
	
	focus = {
		id = PER_cataphract_battalions
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = PER_mechanized_focus }
		x = 16
		y = 4
		cost = 10
		completion_reward = {
			#add_ideas = PER_Ebrahim_Parsi
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = PER_Ebrahim_Parsi
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.5
				uses = 2
				category = cat_heavy_armor
			}
		}
	}
	
	focus = {
		id = PER_qizilbash_heritage
		icon = GFX_goal_generic_special_forces
		prerequisite = { focus = PER_cataphract_battalions }
		x = 16
		y = 5
		cost = 10
		
		completion_reward = {
			add_ideas = PER_qizilbash_heritage_focus
		}
	}
	
	focus = {
		id = PER_takavaran
		icon = GFX_goal_generic_amphibious_assault
		prerequisite = { focus = PER_qizilbash_heritage }
		prerequisite = { focus = PER_cas_effort }
		x = 17
		y = 6
		cost = 10
		
		completion_reward = {
			add_tech_bonus = {
				name = PER_takavaran
				bonus = 0.5
				uses = 2
				category = tp_tech
			}			
			add_tech_bonus = {
				name = special_bonus
				bonus = 0.5
				uses = 1
				technology = paratroopers2
				technology = paratroopers3
			}			
			add_tech_bonus = {
				name = special_bonus
				bonus = 0.5
				uses = 1
				technology = marines2
				technology = marines3
			}
		}
	}
	
	focus = {
		id = PER_immortal_corps
		icon = GFX_goal_generic_build_tank
		prerequisite = { focus = PER_qizilbash_heritage focus = PER_doctrine_of_holy_defense }
		x = 15
		y = 7
		cost = 10
		
		completion_reward = {
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 4
				category = land_doctrine
			}
		}
	}
	
	focus = {
		id = PER_foundation_of_flight
		icon = GFX_goal_generic_air_production
		x = 19
		y = 0
		cost = 10
		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			#add_ideas = PER_Afshin_Ghademi
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = PER_Afshin_Ghademi
			# Isfahan
			411 = {
				add_building_construction = {
					type = air_base
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			# Fars
			412 = {
				add_building_construction = {
					type = air_base
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			# Khuzestan
			413 = {
				add_building_construction = {
					type = air_base
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			# Azerbaijan
			419 = {
				add_building_construction = {
					type = air_base
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			air_experience = 25
		}
	}
	
	focus = {
		id = PER_fighter_command
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = PER_foundation_of_flight }
		mutually_exclusive = { focus = PER_bomber_command }
		x = 18
		y = 1
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		
		completion_reward = {
			add_tech_bonus = {
				name = fighter_command_focus
				bonus = 0.5
				uses = 2
				category = light_fighter
			}
		}
	}
	
	focus = {
		id = PER_cas_effort
		icon = GFX_goal_generic_CAS
		prerequisite = { focus = PER_fighter_command }
		x = 18
		y = 2
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			#add_ideas = PER_omid_jahanshah
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = PER_omid_jahanshah
			add_tech_bonus = {
				name = PER_cas_effort
				bonus = 0.5
				uses = 2
				category = cas_bomber
			}
			air_experience = 50
		}
	}
	
	focus = {
		id = PER_bomber_command
		prerequisite = { focus = PER_foundation_of_flight }
		mutually_exclusive = { focus = PER_fighter_command }
		icon = GFX_goal_generic_air_bomber
		x = 20
		y = 1
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		
		completion_reward = {
			add_tech_bonus = {
				name = PER_bomber_command
				bonus = 0.5
				uses = 2
				category = heavy_air
			}
		}
	}
	
	focus = {
		id = PER_strategic_bombing
		icon = GFX_goal_generic_air_naval_bomber
		prerequisite = { focus = PER_bomber_command }
		x = 20
		y = 2
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			#add_ideas = PER_Esmail_Maliki
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = PER_Esmail_Maliki
			add_tech_bonus = {
				name = PER_strategic_bombing
				bonus = 0.5
				uses = 1
				category = tactical_bomber
			}
			add_tech_bonus = {
				name = USA_bureau_of_aeronautics
				bonus = 0.5
				uses = 2
				category = naval_bomber
				}
			air_experience = 50
		}
	}
	
	focus = {
		id = PER_air_innovations
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = PER_strategic_bombing focus = PER_cas_effort }
		x = 19
		y = 3
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		
		completion_reward = {
			add_tech_bonus = {
				name = air_doc_bonus
				bonus = 0.5
				uses = 4
				category = air_doctrine
			}
		}
	}
	
	focus = {
		id = PER_jet_effort
		icon = GFX_goal_generic_air_fighter2
		prerequisite = { focus = PER_air_innovations }
		x = 19
		y = 4
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		
		completion_reward = {
			add_tech_bonus = {
				name = PER_jet_effort
				bonus = 0.5
				uses = 4
				category = jet_technology
			}
			air_experience = 25
		}
	}
	
	focus = {
		id = PER_naval_expansion
		icon = GFX_goal_generic_construct_naval_dockyard 
		x = 22
		y = 0
		cost = 10
		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_tech_bonus = {
				name = PER_invincible_armada
				uses = 2
				bonus = 0.5
				category = naval_doctrine
			}
			# Fars
			412 = {
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
			# Khuzestan
			413 = {
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
			navy_experience = 50
		}
	}
	
	focus = {
		id = PER_submarine_effort
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = PER_naval_expansion }
		mutually_exclusive = { focus = PER_destroyer_focus }
		x = 21
		y = 3
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		completion_reward = {
			#add_ideas = PER_arash_khadem
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = PER_arash_khadem
			add_tech_bonus = {
				name = PER_submarine_effort
				bonus = 0.5
				uses = 2
				technology = basic_submarine
				technology = improved_submarine
				technology = advanced_submarine
			}
		}
	}
	
	focus = {
		id = PER_parthian_tactics
		icon = GFX_goal_generic_occupy_start_war
		prerequisite = { focus = PER_submarine_effort }
		x = 21
		y = 4
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		completion_reward = {
			add_tech_bonus = {
				name = PER_parthian_tactics
				bonus = 0.5
				uses = 3
				technology = submarine_operations
				technology = undersea_blockade
				technology = convoy_interdiction
				technology = submarine_offensive
			}
		}
	}
	
	focus = {
		id = PER_destroyer_focus
		icon = GFX_goal_generic_navy_anti_submarine
		prerequisite = { focus = PER_naval_expansion }
		mutually_exclusive = { focus = PER_submarine_effort }
		x = 23
		y = 3
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			add_tech_bonus = {
				name = dd_bonus
				bonus = 0.5
				uses = 2
				category = dd_tech
			}
		}
	}
	
	focus = {
		id = PER_cruiser_effort
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus = PER_destroyer_focus }
		x = 23
		y = 4
		cost = 10
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			add_tech_bonus = {
				name = cr_bonus
				bonus = 0.5
				uses = 1
				category = cl_tech
			}
			add_tech_bonus = {
				name = cr_bonus
				bonus = 0.5
				uses = 1
				category = ca_tech
			}
		}
	}
	
	focus = {
		id = PER_naval_expansion_2
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = PER_cruiser_effort focus = PER_parthian_tactics }	
		x = 22
		y = 5
		cost = 10
		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_tech_bonus = {
				name = PER_invincible_armada
				uses = 2
				bonus = 0.5
				category = naval_doctrine
			}
			# Fars
			412 = {
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
			# Khuzestan
			413 = {
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
			navy_experience = 100
		}
	}
	
	focus = {
		id = PER_carrier_focus
		icon = GFX_goal_generic_navy_carrier
		prerequisite = { focus = PER_naval_expansion_2 }
		mutually_exclusive = { focus = PER_battleship_focus }
		x = 21
		y = 6
		cost = 10
		ai_will_do = {
			factor = 0.25
		}	
		completion_reward = {
			add_tech_bonus = {
				name = cv_bonus
				bonus = 0.50
				uses = 1
				category = cv_tech
			}
		}
	}
	
	focus = {
		id = PER_battleship_focus
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = PER_naval_expansion_2 }
		mutually_exclusive = { focus = PER_carrier_focus }
		x = 23
		y = 6
		cost = 10
		ai_will_do = {
			factor = 1
		}	
		completion_reward = {
			add_tech_bonus = {
				name = bb_bonus
				bonus = 0.50
				uses = 1
				category = bb_tech
			}
		}
	}
}