focus_tree = {
	id = yugoslavia_focus
	
	country = {
		factor = 0

		modifier = {
			add = 10
			tag = YUG
		}
	}
	
	default = no

	focus = {
		id = zastava_subsidy
		icon = GFX_goal_generic_construct_mil_factory
		x = 2
		y = 0
		cost = 10
		completion_reward = {
			random_owned_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 = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = research_teams
		icon = GFX_goal_generic_scientific_exchange
		prerequisite = { focus = zastava_subsidy }
		x = 1
		y = 1
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 2
				category = infantry_weapons
			}
		}
	}

	focus = {
		id = art_branch
		icon = GFX_goal_generic_army_artillery
		prerequisite = { focus = research_teams }
		bypass = { has_tech = motorised_infantry }
		x = 0
		y = 3
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = artillery_bonus
				bonus = 0.5
				uses = 2
				category = artillery
			}
		}
	}

	focus = {
		id = mech_branch
		icon = GFX_goal_generic_army_motorized
		prerequisite = { focus = research_teams }
		x = 1
		y = 2
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = motorized_bonus
				bonus = 0.75
				technology = motorised_infantry
			}
		}
	}

	focus = {
		id = armor_branch
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = mech_branch }
		x = 2
		y = 3
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.5
				uses = 2
				category = armor
			}
		}
	}

	focus = {
		id = qual_lines
		icon = GFX_goal_generic_production
		prerequisite = { focus = zastava_subsidy }
		x = 3
		y = 1
		cost = 10
		completion_reward = {
			add_ideas = qual_lines
		}
	}

	focus = {
		id = royal_army
		icon = GFX_goal_rhineland
		x = 5
		y = 0
		cost = 10
		completion_reward = {
			army_experience = 10
			add_ideas = royal_army
		}
	}

	focus = {
		id = drill_serg
		icon = GFX_goal_generic_allies_build_infantry
		prerequisite = { focus = royal_army }
		x = 5
		y = 1
		cost = 10
		completion_reward = {
			army_experience = 10
			add_ideas = drill_serg
		}
	}

	focus = {
		id = nes_prod
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = trained_military focus = arm_sky }
		x = 6
		y = 4
		cost = 10
		completion_reward = {
			random_owned_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 = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}


	focus = {
		id = nes_prod2
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = dest_res focus = arm_sky }
		x = 7
		y = 3
		cost = 10
		completion_reward = {
			random_owned_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 = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = nes_infra
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = nes_prod }
		prerequisite = { focus = nes_prod2 }
		x = 7
		y = 5
		cost = 10
		completion_reward = {
			random_owned_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 2
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
			}
			random_owned_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 2
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
			}			
		}
	}

	focus = {
		id = trained_military
		icon = GFX_goal_generic_wolf_pack
		prerequisite = { focus = qual_lines }
		prerequisite = { focus = drill_serg }
		x = 4
		y = 2
		cost = 10
		completion_reward = {
			army_experience = 5
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}

	focus = {
		id = spec_ops
		icon = GFX_goal_generic_secret_weapon
		prerequisite = { focus = trained_military }
		x = 4
		y = 3
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 1
				technology = paratroopers
				technology = paratroopers2
				technology = marines
				technology = marines2
				technology = tech_mountaineers
				technology = tech_mountaineers2
			}
		}
	}

	focus = {
		id = anv_research
		icon = GFX_focus_research
		prerequisite = { focus = spec_ops }
		prerequisite = { focus = armor_branch }
		x = 3
		y = 4
		cost = 10
		completion_reward = {
			add_research_slot = 1
		}
	}

	#### NAVY ####

	focus = {
		id = arm_navy
		icon = GFX_goal_generic_navy_doctrines_tactics
		x = 8
		y = 0
		cost = 10
		completion_reward = {
			navy_experience = 25
			add_tech_bonus = {
				name = YUG_naval_doctrine
				bonus = 0.5
				uses = 2
				category = naval_doctrine
			}
		}
	}

	focus = {
		id = arm_coast
		icon = GFX_goal_generic_occupy_states_coastal
		x = 7
		y = 1
		cost = 10
		prerequisite = { focus = arm_navy }

		completion_reward = {
			navy_experience = 25

			random_owned_state = {
				limit = {
					dockyard > 0
					free_building_slots = {
						building = dockyard
						size > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}

			103 = {
				add_building_construction = {
					type = naval_base
					province = 6889
					level = 4
					instant_build = yes
				}
			}
			103 = {
				add_building_construction = {
					type = naval_base
					province = 11901
					level = 1
					instant_build = yes
				}
			}
			105 = {
				add_building_construction = {
					type = naval_base
					province = 9809
					level = 1
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = arm_sky
		icon = GFX_goal_generic_air_naval_bomber
		x = 7
		y = 2
		cost = 10
		prerequisite = { focus = arm_coast }

		completion_reward = {
			navy_experience = 5
			air_experience = 10
			add_tech_bonus = {
				name = YUG_naval_bomber_focus
				bonus = 1.0
				uses = 1
				category = naval_bomber
			}
		}
	}

focus = {
		id = sub_warfare
		icon = GFX_goal_generic_navy_submarine
		x = 9
		y = 1
		cost = 10
		prerequisite = { focus = arm_navy }

		completion_reward = {
			navy_experience = 15
			add_tech_bonus = {
				name = YUG_u_boat_effort
				bonus = 0.5
				uses = 1
				technology = basic_submarine
				technology = improved_submarine
			}
		}

	}

	focus = {
		id = dest_res
		icon = GFX_goal_generic_navy_anti_submarine
		x = 9
		y = 2
		cost = 10
		prerequisite = { focus = sub_warfare }

		completion_reward = {
			add_tech_bonus = {
				name = dd_bonus
				bonus = 0.5
				uses = 1
				technology = improved_destroyer
				technology = basic_destroyer
			}
		}

	}

	focus = {
		id = crus_res
		icon = GFX_goal_generic_navy_cruiser
		x = 11
		y = 2
		cost = 10
		prerequisite = { focus = sub_warfare }

		completion_reward = {
			add_tech_bonus = {
				name = cr_bonus
				bonus = 0.5
				uses = 1
				technology = improved_light_cruiser
				technology = basic_light_cruiser
				technology = early_heavy_cruiser
			}
		}

	}

	focus = {
		id = cap_ship
		icon = GFX_goal_generic_navy_battleship
	 	prerequisite = { focus = crus_res }
	 	prerequisite = { focus = dest_res }
		x = 10
		y = 3
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = YUG_capital_ship_focus
				bonus = 0.5
				uses = 1
				category = bb_tech
				category = bc_tech
			}
		}
	}

	focus = {
		id = car_ship
		icon = GFX_goal_generic_navy_carrier
	 	prerequisite = { focus = cap_ship }
	 	mutually_exclusive = { focus = more_ship }
		x = 9
		y = 4
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = YUG_carrier_ship_focus
				bonus = 0.75
				uses = 2
				category = cv_tech
			}
		}
	}

	focus = {
		id = more_ship
		icon = GFX_goal_generic_construct_naval_dockyard
	 	prerequisite = { focus = cap_ship }
	 	mutually_exclusive = { focus = car_ship }
		x = 11
		y = 4
		cost = 10
		completion_reward = {
			random_owned_state = {
				limit = {
					dockyard > 0
					free_building_slots = {
						building = dockyard
						size > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}

			random_owned_state = {
				limit = {
					dockyard > 0
					free_building_slots = {
						building = dockyard
						size > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}

	#### AIR ####


	focus = {
		id = found_soko
		icon = GFX_goal_generic_build_airforce
		x = 15
		y = 0
		cost = 10

		completion_reward = {
			air_experience = 25

			random_owned_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = fighter_res
		icon = GFX_goal_generic_air_fighter2
	 	prerequisite = { focus = found_soko }
	 	mutually_exclusive = { focus = cas_res }
		x = 12
		y = 1
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = YUG_fighter_focus
				bonus = 0.5
				uses = 2
				category = light_fighter
				category = cat_heavy_fighter
			}
		}
	}

	focus = {
		id = cas_res
		icon = GFX_goal_generic_air_fighter
	 	prerequisite = { focus = found_soko }
	 	mutually_exclusive = { focus = fighter_res }
		x = 14
		y = 1
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = YUG_cas_focus
				bonus = 0.5
				uses = 2
				category = cas_bomber
			}
		}
	}

	focus = {
		id = sb_res
		icon = GFX_goal_generic_occupy_start_war
	 	prerequisite = { focus = found_soko }
	 	mutually_exclusive = { focus = tb_res }
		x = 16
		y = 1
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = YUG_heavy_bomber_focus
				bonus = 0.5
				uses = 2
				category = cat_strategic_bomber
			}
		}
	}

	focus = {
		id = tb_res
		icon = GFX_goal_generic_air_bomber
	 	prerequisite = { focus = found_soko }
	 	mutually_exclusive = { focus = sb_res }
		x = 18
		y = 1
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = YUG_bomber_focus
				bonus = 0.5
				uses = 2
				category = tactical_bomber
			}
		}
	}

	focus = {
		id = airbase_blue
		icon = GFX_goal_generic_construction
		prerequisite = { focus = tb_res focus = sb_res focus = cas_res focus = fighter_res }
		x = 15
		y = 2
		cost = 10
		completion_reward = {
			add_ideas = airbase_blue
		}
	}

	focus = {
		id = YUG_nuclear_effort
		icon = GFX_focus_wonderweapons
		prerequisite = { focus = airbase_blue }
		x = 14
		y = 4
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = YUG_nuclear_bonus
				bonus = 0.5
				category = nuclear
			}
		}
	}

	focus = {
		id = YUG_rocketry
		icon = GFX_focus_rocketry
		prerequisite = { focus = airbase_blue }
		x = 16
		y = 3
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = YUG_secret_bonus
				bonus = 0.5
				uses = 4
				category = electronics
				category = rocketry
			}
		}
	}

	focus = {
		id = missile_blue
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = YUG_rocketry}
		x = 16
		y = 4
		cost = 10
		completion_reward = {
			add_ideas = missile_blue
		}
	}

	focus = {
		id = anv_research2
		icon = GFX_focus_research
		prerequisite = { focus = missile_blue focus = YUG_nuclear_effort }
		x = 15
		y = 5
		cost = 10
		completion_reward = {
			add_research_slot = 1
		}
	}

	#### POLITICS ####
	

	focus = {
		id = political_quag
		icon = GFX_goal_generic_national_unity
		x = 26
		y = 0
		cost = 10
		completion_reward = {
			add_political_power = 120
			add_ideas = political_quag
		}
	}

	focus = {
		id = side_nuetral
		icon = GFX_goal_generic_neutrality_focus
		prerequisite = { focus = political_quag }
		mutually_exclusive = { focus = side_ut }
		mutually_exclusive = { focus = side_tito }
		mutually_exclusive = { focus = mimic_west }
		
		available = {
			has_government = neutrality
		}

		x = 20
		y = 1
		cost = 10
		completion_reward = {
			add_political_power = 200
			add_ideas = side_nuetral
			remove_ideas = political_quag
		}
	}

	focus = {
		id = kings_men
		icon = GFX_goal_generic_defence
		prerequisite = { focus = side_nuetral }
		
		available = {
			has_government = neutrality
		}

		x = 20
		y = 2
		cost = 10
		completion_reward = {
			add_political_power = 120
			add_ideas = kings_men
		}
	}

	focus = {
		id = fund_ch_roy
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = side_nuetral }

		available = {
		OR {
			has_government = neutrality
		}
		}

		x = 22
		y = 2
		cost = 10
		completion_reward = {
			add_ideas = fund_ch_roy
		}
	}

	focus = {
		id = int_ch_roy
		icon = GFX_goal_generic_special_forces
		prerequisite = { focus = fund_ch_roy }


		available = {
		OR {
			has_government = neutrality
		}
		}

		x = 22
		y = 5
		cost = 10
		completion_reward = {
			add_ideas = int_ch
			remove_ideas = fund_ch
		}
	}

	focus = {
		id = make_jobs
		icon = GFX_goal_generic_construct_civilian
		prerequisite = { focus = kings_men }
		mutually_exclusive = { focus = create_fear }
		
		available = {
			has_government = neutrality
		}

		x = 19
		y = 3
		cost = 10
		completion_reward = {
			random_owned_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 = 3
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
			}

		random_owned_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 = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
			random_owned_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 = 3
					instant_build = yes
				}
			}
			random_owned_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 = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = royal_fav
		icon = GFX_goal_generic_improve_relations
		prerequisite = { focus = make_jobs }
		
		available = {
			has_government = neutrality
		}

		x = 19
		y = 4
		cost = 10
		completion_reward = {
			add_political_power = 120
			add_ideas = royal_fav
		}
	}

	focus = {
		id = create_fear
		icon = GFX_goal_generic_dangerous_deal
		prerequisite = { focus = kings_men }
		mutually_exclusive = { focus = make_jobs }
		
		available = {
			has_government = neutrality
		}

		x = 21
		y = 3
		cost = 10
		completion_reward = {
			add_political_power = 120
			add_ideas = create_fear
		}
	}

	focus = {
		id = to_arms
		icon = GFX_goal_generic_major_war
		prerequisite = { focus = create_fear }
		
		available = {
			has_government = neutrality
		}

		x = 21
		y = 4
		cost = 10
		completion_reward = {
			add_ideas = to_arms
		}
	}

	focus = {
		id = royal_stab
		icon = GFX_goal_anschluss
		prerequisite = { focus = royal_fav focus = to_arms }
		
		available = {
			has_government = neutrality
		}

		x = 20
		y = 5
		cost = 10
		completion_reward = {
			add_ideas = royal_stab
		}
	}

	focus = {
		id = side_ut
		icon = GFX_goal_generic_attack_allies
		prerequisite = { focus = political_quag }
		mutually_exclusive = { focus = side_nuetral }
		mutually_exclusive = { focus = side_tito }
		mutually_exclusive = { focus = mimic_west }
		
		available = {
		OR {
			has_government = neutrality
			has_government = fascism
		}
		}

		x = 24
		y = 1
		cost = 10
		completion_reward = {
			add_ideas = side_ut
			remove_ideas = political_quag
		}
	}

	focus = {
		id = r_terror
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { focus = side_ut }
		
		available = {
		OR {
			has_government = neutrality
			has_government = fascism
		}
		}

		x = 24
		y = 2
		cost = 10
		completion_reward = {
			add_ideas = r_terror
		}
	}

	focus = {
		id = ut_youth
		icon = GFX_goal_generic_military_deal
		prerequisite = { focus = r_terror }
		
		available = {
		OR {
			has_government = fascism
		}
		}

		x = 23
		y = 3
		cost = 10
		completion_reward = {
			add_ideas = ut_youth
		}
	}

	focus = {
		id = loc_mil
		icon = GFX_goal_generic_military_sphere
		prerequisite = { focus = ut_youth }
		
		available = {
		OR {
			has_government = fascism
		}
		}

		x = 23
		y = 4
		cost = 10
		completion_reward = {
			add_ideas = loc_mil
		}
	}

	focus = {
		id = croat_war
		icon = GFX_goal_generic_construct_military
		prerequisite = { focus = r_terror }
		
		available = {
		OR {
			has_government = fascism
		}
		}

		x = 25
		y = 3
		cost = 10
		completion_reward = {
			random_owned_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 = 3
				add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
				}
			}
			random_owned_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 = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = side_axis
		icon = GFX_goal_support_fascism
		prerequisite = { focus = croat_war }
		
		available = {
	 		is_puppet = no
	 		has_government = fascism
	 		has_war = no
 			GER = {
 				exists = yes
 				has_government = fascism
 				is_faction_leader = yes
 			}
		}

		x = 25
		y = 4
		cost = 10
		completion_reward = {
			GER = { country_event = { id = germany.6969 days = 1 } }
		}
	}
	focus = {
		id = axis_pride
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = side_axis }
		prerequisite = { focus = loc_mil }

		available = {
		OR {
			has_government = fascism
		}
		}

		x = 24
		y = 5
		cost = 10
		completion_reward = {
			add_ideas = axis_pride
		}
	}

	focus = {
		id = side_tito
		icon = GFX_goal_support_communism
		prerequisite = { focus = political_quag }
		mutually_exclusive = { focus = side_nuetral }
		mutually_exclusive = { focus = side_ut }
		mutually_exclusive = { focus = mimic_west }

		available = {
		OR {
			has_government = neutrality
			has_government = communism
		}
		}

		x = 28
		y = 1
		cost = 10
		completion_reward = {
			add_ideas = side_tito
			remove_ideas = political_quag
			custom_effect_tooltip = tito_general
			hidden_effect{
				create_corps_commander{
					name = "Josip Broz Tito"
					portrait_path = "gfx/leaders/YUG/Portrait_Yugoslavia_Josip_Broz_Tito.dds"
					traits = { fortress_buster commando  }
					skill = 4
				}
			}
		}
	}

	focus = {
		id = fund_ch
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = side_tito }

		available = {
		OR {
			has_government = neutrality
			has_government = communism
		}
		}

		x = 28
		y = 2
		cost = 10
		completion_reward = {
			add_ideas = fund_ch
		}
	}

	focus = {
		id = dest_ch
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = fund_ch }
		mutually_exclusive = { focus = int_ch }


		available = {
		OR {
			has_government = communism
		}
		}

		x = 27
		y = 3
		cost = 10
		completion_reward = {
			add_ideas = dest_ch
			remove_ideas = fund_ch
		}
	}

	focus = {
		id = int_ch
		icon = GFX_goal_generic_special_forces
		prerequisite = { focus = fund_ch }
		mutually_exclusive = { focus = dest_ch }


		available = {
		OR {
			has_government = communism
		}
		}

		x = 29
		y = 3
		cost = 10
		completion_reward = {
			add_ideas = int_ch
			remove_ideas = fund_ch
		}
	}

	focus = {
		id = com_spe
		icon = GFX_goal_generic_propaganda
		prerequisite = { focus = side_tito }

		available = {
		OR {
			has_government = neutrality
			has_government = communism
		}
		}

		x = 31
		y = 2
		cost = 10
		completion_reward = {
			add_ideas = com_spe
		}
	}

	focus = {
		id = blood
		icon = GFX_goal_generic_alliance
		prerequisite = { focus = com_spe }

		available = {
		OR {
			has_government = communism
		}
		}

		x = 30
		y = 4
		cost = 10
		completion_reward = {
			add_ideas = blood
		}
	}

	focus = {
		id = sweat
		icon = GFX_goal_generic_production
		prerequisite = { focus = com_spe }

		available = {
		OR {
			has_government = communism
		}
		}

		x = 31
		y = 5
		cost = 10
		completion_reward = {
			random_owned_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 = 3
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = steel
		icon = GFX_goal_generic_build_tank
		prerequisite = { focus = com_spe }

		available = {
		OR {
			has_government = communism
		}
		}

		x = 32
		y = 4
		cost = 10
		completion_reward = {
			random_owned_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 = 3
				add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = mimic_west
		icon = GFX_goal_support_democracy
		prerequisite = { focus = political_quag }
		mutually_exclusive = { focus = side_nuetral }
		mutually_exclusive = { focus = side_ut }
		mutually_exclusive = { focus = side_tito }

		available = {
		OR {
			has_government = neutrality
			has_government = democratic
		}
		}

		x = 34
		y = 1
		cost = 10
		completion_reward = {
			add_ideas = mimic_west
			remove_ideas = political_quag
		}
	}

	focus = {
		id = loc_ele
		icon = GFX_goal_generic_radar
		prerequisite = { focus = mimic_west }

		available = {
		OR {
			has_government = neutrality
			has_government = democratic
		}
		}

		x = 33
		y = 2
		cost = 10
		completion_reward = {
			add_ideas = loc_ele
		}
	}

	focus = {
		id = aid_ally
		icon = GFX_goal_generic_trade
		prerequisite = { focus = mimic_west }

		available = {
		OR {
			has_government = democratic
		}
		}

		x = 35
		y = 2
		cost = 10
		completion_reward = {
			add_ideas = aid_ally
		}
	}
	focus = {
		id = fac_men
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = mimic_west }

		available = {
		OR {
			has_government = neutrality
			has_government = democratic
		}
		}

		x = 34
		y = 3
		cost = 10
		completion_reward = {
			add_ideas = fac_men
		}
	}

	focus = {
		id = capit
		icon = GFX_goal_anti_comintern_pact
		prerequisite = { focus = aid_ally }

		available = {
		OR {
			has_government = neutrality
			has_government = democratic
		}
		}

		x = 35
		y = 4
		cost = 10
		completion_reward = {
			add_ideas = capit
		}
	}

	focus = {
		id = capit_ind
		icon = GFX_goal_generic_consumer_goods
		prerequisite = { focus = aid_ally }

		available = {
		OR {
			has_government = neutrality
			has_government = democratic
		}
		}

		x = 37
		y = 4
		cost = 10
		completion_reward = {
			add_ideas = capit_ind
			random_owned_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 = 3
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = join_ally
		icon = GFX_goal_generic_major_alliance
		prerequisite = { focus = capit }
		prerequisite = { focus = fac_men }

		available = {
		OR {
			has_government = democratic
		}
		}

		x = 34
		y = 5
		cost = 10
		completion_reward = {
			ENG = { country_event = { id = britain.6970 days = 1 } }
		}
	}

	focus = {
		id = anv_research3
		icon = GFX_focus_research
		prerequisite = { focus = capit focus = capit_ind }
		x = 36
		y = 5
		cost = 10
		completion_reward = {
			add_research_slot = 1
		}
	}
	focus = {
		id = mil_prep
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = political_quag }
		mutually_exclusive = { focus = ind_prep}

		x = 39
		y = 1
		cost = 10
		completion_reward = {
		random_owned_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 = ind_prep
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = political_quag }
		mutually_exclusive = { focus = mil_prep}


		x = 41
		y = 1
		cost = 10
		completion_reward = {
		random_owned_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 = mil_prep2
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = ind_prep focus = mil_prep }
		mutually_exclusive = { focus = ind_prep2}

		x = 39
		y = 2
		cost = 10
		completion_reward = {
		random_owned_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 = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = ind_prep2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = ind_prep focus = mil_prep }
		mutually_exclusive = { focus = mil_prep2}


		x = 41
		y = 2
		cost = 10
		completion_reward = {
		random_owned_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 = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = claim_bulg
		icon = GFX_goal_generic_territory_or_war
		prerequisite = { focus = ind_prep2 focus = mil_prep2 }
		x = 40
		y = 3
		cost = 10
		completion_reward = {
			add_state_claim = 48
			add_state_claim = 212
			add_state_claim = 211
			add_state_claim = 731
			add_state_claim = 184
		}
	}
}