focus_tree = {
	id = swe_focus
	
	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = SWE
		}
	}
	
	default = no
####

	focus = {
		id = SWE_army_rearmament
		icon = GFX_goal_generic_allies_build_infantry
		x = 2
		y = 0
		cost = 10


		ai_will_do = {
			factor = 5
		}

		completion_reward = {
			army_experience = 15
		random_owned_state = {
				add_extra_state_shared_building_slots = 1
					add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
					}

			}

		random_owned_state = {
				add_extra_state_shared_building_slots = 1
					add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
					}

			}

		}
	}

	focus = {
		id = SWE_military_propaganda
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = SWE_army_rearmament }


		ai_will_do = {
			factor = 1
		}

		x = 2
		y = 1
		cost = 10
		completion_reward = {
			army_experience = 15
			add_ideas = forsvarsmakten_propaganda
			}
	}

	focus = {
		id = SWE_motorization_effort
		icon = GFX_goal_generic_army_motorized
		prerequisite = { focus = SWE_military_propaganda }
		bypass = { has_tech = motorised_infantry }
		x = 0
		y = 2
		cost = 10
		completion_reward = {
			army_experience = 25
				add_tech_bonus = {
					name = motorized_bonus
					bonus = 0.50
					technology = motorised_infantry
				}
		}
	}

	focus = {
		id = SWE_armor_effort
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = SWE_motorization_effort }
		x = 0
		y = 3
		cost = 10
		completion_reward = {
			army_experience = 15
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.5
				uses = 2
				category = armor
			}
		}
	}

	focus = {
		id = SWE_mechanization_effort
		icon = GFX_goal_generic_build_tank
		prerequisite = { focus = SWE_military_propaganda }
		x = 2
		y = 3
		cost = 10
		completion_reward = {
			army_experience = 15
				add_tech_bonus = {
					name = mechanized_bonus
					bonus = 0.50
					ahead_reduction = 0.5
					category = cat_mechanized_equipment
					uses = 1
				}

		}
	}

	focus = {
		id = SWE_doctrine_effort
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = SWE_military_propaganda }
		x = 4
		y = 2
		cost = 10
		completion_reward = {
			army_experience = 15
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}


	focus = {
		id = SWE_doctrine_effort_II
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = SWE_doctrine_effort }
		x = 4
		y = 3
		cost = 10
		completion_reward = {
			army_experience = 15
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}

		focus = {
		id = SWE_doctrine_effort_III
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = SWE_doctrine_effort_II}
		x = 4
		y = 4
		cost = 10
		completion_reward = {
			army_experience = 15
			air_experience = 15
			navy_experience = 15



			add_tech_bonus = {
				name = SWE_naval_doctrine
				bonus = 0.25
				uses = 1
				category = naval_doctrine
			}

			add_tech_bonus = {
				name = SWE_land_doc_bonus
				bonus = 0.25
				uses = 1
				category = land_doctrine
			}


			add_tech_bonus = {
				name = SWE_air_doc_bonus
				bonus = 0.25
				uses = 1
				category = air_doctrine
			}
		}
	}


focus = {
		id = SWE_mountaineers
		icon = GFX_goal_generic_special_forces
		prerequisite = { focus = SWE_mechanization_effort focus = SWE_armor_effort focus = SWE_doctrine_effort_II }
		x = 1
		y = 4
		cost = 10
		completion_reward = {
			army_experience = 15
			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 = SWE_rocketry
		icon = GFX_focus_rocketry
		prerequisite = { focus = SWE_mountaineers focus = SWE_doctrine_effort_III focus = SWE_surveillance focus = SWE_synth_oil}
		x = 4
		y = 6
		cost = 10
		completion_reward = {
			army_experience = 25
			add_tech_bonus = {
				name = jet_rocket_bonus
				ahead_reduction = 1.0
				bonus = 0.5
				uses = 2
				category = rocketry
			}
		}
	}

	focus = {
		id = SWE_nuclear_effort
		icon = GFX_focus_wonderweapons
		prerequisite = { focus = SWE_rocketry }
		x = 4
		y = 7
		cost = 10
		completion_reward = {
			army_experience = 25
			add_tech_bonus = {
				name = nuclear_bonus
				bonus = 0.5
				category = nuclear
			}
		}
	}


focus = {
		id = SWE_aviation_effort
		icon = GFX_goal_generic_build_airforce
		x = 32
		y = 0
		cost = 10


		ai_will_do = {
			factor = 1
		}

		completion_reward = {

		air_experience = 15

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

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

		}
	}


	focus = {
		id = SWE_fighter_focus
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = SWE_aviation_effort }
		x = 31
		y = 1
		cost = 10
		completion_reward = {
			air_experience = 15
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 0.5
				uses = 1
				technology = fighter1
				technology = fighter2
				technology = heavy_fighter1

			}
		}
	}

	focus = {
		id = SWE_bomber_focus
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = SWE_aviation_effort }
		x = 33
		y = 1
		cost = 10
		completion_reward = {
			air_experience = 15
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 0.5
				uses = 1
				technology = strategic_bomber1
				category = tactical_bomber
			}
		}
	}


	focus = {
		id = SWE_aviation_effort_II
		icon = GFX_goal_generic_air_fighter2
		prerequisite = { focus = SWE_bomber_focus  focus = SWE_fighter_focus }
		x = 32
		y = 2
		cost = 10
		completion_reward = {
			army_experience = 15
			add_tech_bonus = {
				name = air_doc_bonus_II
				bonus = 0.5
				uses = 2
				category = air_doctrine
			}
		}
	}

	focus = {
		id = SWE_CAS_effort
		icon = GFX_goal_generic_CAS
		
		prerequisite = { focus = SWE_aviation_effort_II }

		mutually_exclusive = { focus = SWE_NAV_effort }


		x = 31
		y = 4
		cost = 10
		completion_reward = {
			air_experience = 25
			add_tech_bonus = {
				name = CAS_bonus
				ahead_reduction = 1.0
				bonus = 0.50
				uses = 1
				category = cas_bomber
			}
		}
	}

	focus = {
		id = SWE_NAV_effort
		icon = GFX_goal_generic_air_naval_bomber
		prerequisite = { focus = SWE_aviation_effort_II }
		mutually_exclusive = { focus = SWE_CAS_effort }
		x = 33
		y = 4
		cost = 10
		completion_reward = {
			air_experience = 25
			add_tech_bonus = {
				name = nav_bomber_bonus
				ahead_reduction = 1.0
				bonus = 0.50
				uses = 1
				category = naval_bomber
			}
		}
	}


	focus = {
		id = SWE_aviation_effort_III
		icon = GFX_goal_generic_air_doctrine
		
		prerequisite = { focus = SWE_CAS_effort focus = SWE_NAV_effort  }

		x = 32
		y = 5
		cost = 10
		completion_reward = {
			air_experience = 150
			add_tech_bonus = {
				
				name = air_doc_bonus_III
				bonus = 0.75
				uses = 1
				category = air_doctrine
			}

			add_tech_bonus = {
				name = fighter_bonus
				bonus = 0.75
				uses = 1
				technology = jet_fighter1 
			}

		}
	}



	focus = {
		id = SWE_political_effort
		icon = GFX_goal_generic_political_pressure
		x = 11
		y = 0
		cost = 10

		ai_will_do = {
			factor = 15
		}

		completion_reward = {

		add_political_power = 240

		}
	}


		focus = {
		id = SWE_manpower_effort
		icon = GFX_goal_generic_propaganda
		prerequisite = { focus = SWE_political_effort }
		x = 11
		y = 1
		cost = 10


		ai_will_do = {
			factor = 0
			modifier = {

			factor = 25
			SWE = { has_manpower < 50000}
			}
		}

		completion_reward = {

			random_owned_state = {
				add_manpower = 50000
			}
			random_owned_state = {
				add_manpower = 50000
			}

			random_owned_state = {
				add_manpower = 50000
			}

		}
	}

			focus = {
		id = SWE_manpower_effort_II
		icon = GFX_goal_generic_improve_relations
		prerequisite = { focus = SWE_manpower_effort }
		x = 11
		y = 3
		cost = 10


		ai_will_do = {
			factor = 0
			modifier = {

			factor = 25
			SWE = { has_manpower < 30000}
			}
		}

		completion_reward = {

			random_owned_state = {
				add_manpower = 50000
			}
			random_owned_state = {
				add_manpower = 50000
			}

			random_owned_state = {
				add_manpower = 50000
			}

		}
	}

	focus = {
		id = SWE_manpower_effort_III
		icon = GFX_goal_generic_military_deal
		prerequisite = { focus = SWE_manpower_effort_II }
		x = 11
		y = 4
		cost = 10

		ai_will_do = {
			factor = 0
			modifier = {

			factor = 25
			SWE = { has_manpower < 30000}
			}
		}

		completion_reward = {

			random_owned_state = {
				add_manpower = 50000
			}
			random_owned_state = {
				add_manpower = 50000
			}

			random_owned_state = {
				add_manpower = 50000
			}

		}
	}

		focus = {
		id = SWE_manpower_effort_IV
		icon = GFX_goal_generic_major_alliance
		prerequisite = { focus = SWE_manpower_effort_III }
		x = 11
		y = 5
		cost = 10


		ai_will_do = {
			factor = 0
			modifier = {

			factor = 25
			SWE = { has_manpower < 30000}
			}
		}

		completion_reward = {

			random_owned_state = {
				add_manpower = 50000
			}
			random_owned_state = {
				add_manpower = 50000
			}

			random_owned_state = {
				add_manpower = 50000
			}

		}
	}

	focus = {
		id = SWE_manpower_effort_V
		icon = GFX_goal_generic_construction2

		prerequisite = { focus = SWE_manpower_effort_IV }

		x = 11
		y = 6
		cost = 10

		ai_will_do = {
			factor = 0
			modifier = {

			factor = 25
			SWE = { has_manpower < 30000}
			}
		}

		completion_reward = {
			138 = { #Scania
			add_manpower = 50000	
			}

			139 = { #Småland
			add_manpower = 50000	
			}

			140 = { # Västergötland
			add_manpower = 50000		
			}
		}
	}

		focus = {
		id = SWE_manpower_effort_VI
		icon = GFX_goal_generic_construct_civ_factory

		prerequisite = { focus = SWE_manpower_effort}

		available = {
			threat > 0.9


			OR = {
				SWE = {
					NOT = { has_war = yes }
				}
				num_of_factories > 100
			}


		}


		ai_will_do = {
			factor = 50
		}

		x = 12
		y = 2
		cost = 10

		completion_reward = {
		

			38 = { # Norrland
			add_manpower = 100000		
			}

			}

	}

	focus = {
		id = SWE_gender_equality
		icon = GFX_goal_generic_cavalry
		prerequisite = { focus = SWE_political_effort }		
		x = 8
		y = 3
		cost = 10

		ai_will_do = {
				factor = 15
				}

		completion_reward = {
			add_ideas = SWE_gender_equality_idea
		}	
	}

	focus = {
		id = SWE_lottorna
		icon = GFX_goal_generic_national_unity
		prerequisite = { focus = SWE_gender_equality }		
		x = 8
		y = 4
		cost = 10

		ai_will_do = {
				factor = 15
				}

		completion_reward = {
			army_experience = 15
			add_ideas = lottorna
		}	
	}

	focus = {
		id = SWE_one_nation
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = SWE_political_effort }		
		x = 9
		y = 1
		cost = 10


		ai_will_do = {
				factor = 5
				}

		completion_reward = {
			army_experience = 15
			random_owned_state = {
			limit = {
				free_building_slots = {
				building = anti_air_building
				size > 2
			}
			}
			add_building_construction = {
			type = anti_air_building
			level = 1
			instant_build = yes
			}
			}

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

			random_owned_state = {
			limit = {
				free_building_slots = {
				building = anti_air_building
				size > 0
			}
			}
			add_building_construction = {
			type = anti_air_building
			level = 1
			instant_build = yes
			}
			}

			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 1
				category = infantry_weapons
				category = artillery
			}

		}	
	}

	focus = {
		id = SWE_hemvarnet
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = SWE_one_nation }		
		x = 9
		y = 2
		cost = 10

		ai_will_do = {
				factor = 10
				}



		completion_reward = {
			add_ideas = hemvarnet
		}	
	}

	focus = {
		id = SWE_surveillance
		icon = GFX_goal_generic_radar
		prerequisite = { focus = SWE_hemvarnet }		
		x = 9
		y = 5
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = FIN_valpo
				bonus = 0.5
				uses = 1
				category = radar_tech
				category = encryption_tech
				category = decryption_tech
			}
		}	
	}

	focus = {
		id = SWE_electronic_research
		icon = GFX_goal_generic_secret_weapon
		prerequisite = { focus = SWE_political_effort }	
		x = 7
		y = 2
		cost = 10
		completion_reward = {
				add_tech_bonus = {
				name = electronics_bonus
				bonus = 0.5
				uses = 2
				category = electronics
			}
		}	
	}

		focus = {
		id = SWE_synth_oil
		prerequisite = { focus = SWE_electronic_research }	
		x = 7
		y = 5
		cost = 10
		icon = GFX_goal_generic_oil_refinery
		completion_reward = {
			add_tech_bonus = {
				name = synth_bonus
				bonus = 0.5
				uses = 2
				category = synth_resources
			}
		}
	}


	focus = {
		id = SWE_government_research
		icon = GFX_goal_generic_scientific_exchange
		prerequisite = { focus = SWE_mountaineers focus = SWE_doctrine_effort_III focus = SWE_surveillance focus = SWE_synth_oil}
		x = 7
		y = 6
		cost = 10

		ai_will_do = {
			factor = 100
		}

	
		completion_reward = {
				add_research_slot = 1			
		}
	}

focus = {

		id = SWE_political_reform
		icon = GFX_goal_generic_dangerous_deal
		x = 15
		y = 1
		cost = 10

		prerequisite = { focus = SWE_political_effort }	


		mutually_exclusive = { focus = SWE_democracy_focus }


		completion_reward = {

		add_political_power = 120

		}
	}


focus = {

		id = SWE_fascism_focus
		icon = GFX_goal_support_fascism
		x = 13
		y = 3
		cost = 10

		prerequisite = { focus = SWE_political_reform}

		mutually_exclusive = { focus = SWE_communism_focus }

		completion_reward = {
			add_ideas = fascist_influence

		}
	}

focus = {

		id = SWE_fascism_focus_II
		icon = GFX_goal_generic_occupy_states_ongoing_war
		x = 13
		y = 4
		cost = 10

		prerequisite = { focus = SWE_fascism_focus}

		mutually_exclusive = { focus = SWE_communism_focus }

		completion_reward = {
			add_ideas = nationalism



			random_owned_state = {
				add_extra_state_shared_building_slots = 2
					add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
					}

			}

		}
	}

	focus = {

		id = SWE_fascism_focus_III
		icon = GFX_goal_generic_territory_or_war
		x = 14
		y = 5
		cost = 10

		prerequisite = { focus = SWE_fascism_focus_II}

		mutually_exclusive = { focus = SWE_communism_focus }

		completion_reward = {
			add_ideas = ideological_fanaticism_focus
			

		}
	}

	focus = {

		id = SWE_fascism_focus_IIII
		icon = GFX_goal_generic_construction2
		x = 13
		y = 6
		cost = 10

		prerequisite = { focus = SWE_fascism_focus_II}

		mutually_exclusive = { focus = SWE_communism_focus }

		completion_reward = {
			random_owned_state = {
				add_extra_state_shared_building_slots = 3
					add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
					}

			}

		}
	}

focus = {

		id = SWE_communism_focus
		icon = GFX_goal_support_communism
		x = 15
		y = 3
		cost = 10

		prerequisite = { focus = SWE_political_reform }	

		mutually_exclusive = { focus = SWE_fascism_focus }

		completion_reward = {
			
		add_ideas = internationalism
		}
	}


	focus = {

		id = SWE_communism_focus_II
		icon = GFX_goal_generic_soviet_construction
		x = 15
		y = 4
		cost = 10

		prerequisite = { focus = SWE_communism_focus }	


		completion_reward = {
			
			add_ideas = communist_influence
			random_owned_state = {
			add_extra_state_shared_building_slots = 2
					add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
					}
					}

			}

	}

	focus = {

		id = SWE_communism_focus_III
		icon = GFX_goal_generic_axis_build_infantry
		x = 16
		y = 5
		cost = 10

		prerequisite = { focus = SWE_communism_focus_II }	

		completion_reward = {
			add_ideas = political_commissars_focus

		}
	}

	focus = {

		id = SWE_communism_focus_IIII
		icon = GFX_goal_generic_construct_military
		x = 17
		y = 6
		cost = 10

		prerequisite = { focus = SWE_communism_focus_II }	


		completion_reward = {
			random_owned_state = {
				add_extra_state_shared_building_slots = 2
					add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
					}
			}

		}
	}

	focus = {

		id = SWE_democracy_focus
		icon = GFX_goal_support_democracy
		x = 17
		y = 1
		cost = 10


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

		prerequisite = { focus = SWE_political_effort }	

		completion_reward = {
			add_political_power = 120
			add_ideas = democratic_influence

		}
	}

	focus = {

		id = SWE_democracy_focus_II
		icon = GFX_goal_generic_construct_civilian
		x = 17
		y = 3
		cost = 10


		prerequisite = { focus = SWE_democracy_focus }	

		completion_reward = {
			add_ideas = liberty_ethos_focus
			random_owned_state = {
				add_extra_state_shared_building_slots = 2
					add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {

		id = SWE_democracy_focus_III
		icon = GFX_goal_generic_trade
		x = 17
		y = 4
		cost = 10


		prerequisite = { focus = SWE_democracy_focus_II }	

		completion_reward = {
			add_ideas = liberty_ethos_focus
			random_owned_state = {
				add_extra_state_shared_building_slots = 2
					add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}



	focus = {
		id = SWE_anti_jante
		icon = GFX_goal_generic_forceful_treaty
		
		prerequisite = { focus = SWE_democracy_focus_II  }

		x = 18
		y = 5
		cost = 10

		ai_will_do = {
			factor = 10
		}


		completion_reward = {
			add_ideas = anti_jante
		}
	}

	focus = {

		id = SWE_democracy_focus_IIII
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 19
		y = 6
		cost = 10


		prerequisite = { focus = SWE_anti_jante }	

		completion_reward = {
			add_ideas = liberty_ethos_focus
			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
				}
			}
		}
	}


	focus = {
		id = SWE_join_axis
		icon = GFX_goal_generic_military_sphere
		prerequisite = { focus = SWE_fascism_focus_III }
		prerequisite = { focus = SWE_fascism_focus_IIII }


		mutually_exclusive = { focus = SWE_join_comintern }
		mutually_exclusive = { focus = SWE_join_allies }


		x = 14
		y = 7
		cost = 10

		available = {
			is_puppet = no
			has_government = fascism
			GER = {
				exists = yes
				has_government = fascism
			}
			NOT = { has_war_with = GER }
		}
		bypass = {
			is_in_faction_with = GER
		}

		completion_reward = {
				GER = {
					country_event = { id = sweden.10 }
				}
		}
	}


	focus = {
		id = SWE_join_comintern
		icon = GFX_goal_generic_soviet_construction
		prerequisite = { focus = SWE_communism_focus_III }
		prerequisite = { focus = SWE_communism_focus_IIII }

		mutually_exclusive = { focus = SWE_join_axis }
		mutually_exclusive = { focus = SWE_join_allies }


		available = {
			is_puppet = no
			has_government = communism
			SOV = {
				exists = yes
				has_government = communism
			}
			NOT = { has_war_with = SOV }
		}
		bypass = {
			is_in_faction_with = SOV
		}


		x = 16
		y = 7
		cost = 10
		completion_reward = {
				SOV = {
					country_event = { id = sweden.20 }
				}
		}
	}


	focus = {
		id = SWE_join_allies
		icon = GFX_goal_generic_major_alliance

		prerequisite = { focus = SWE_anti_jante }

		mutually_exclusive = { focus = SWE_join_comintern }
		mutually_exclusive = { focus = SWE_join_axis }


		available = {
			is_puppet = no
			has_government = democratic
			ENG = {
				exists = yes
				has_government = democratic
			}
			NOT = { has_war_with = ENG }
		}
		bypass = {
			is_in_faction_with = ENG
		}

		x = 18
		y = 7
		cost = 10
		completion_reward = {
				ENG = {
					country_event = { id = sweden.30 }
				}
		}
	}


focus = {
		id = SWE_support_the_industry
		icon = GFX_goal_generic_construct_infrastructure
		x = 21
		y = 0
		cost = 10


		ai_will_do = {
			factor = 15
		}

		completion_reward = {
			141 = { # Svealand
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
				
			}
				

			38 = { # Norrland
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}

			666 = { # Lappland
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				
			}

			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.5
				uses = 1
				category = industry
			}
			}
		}


	focus = {
		id = SWE_planned_expansion
		icon = GFX_goal_generic_construction2
		x = 19
		y = 3
		cost = 10


		ai_will_do = {
			factor = 10
		}



		prerequisite = { focus = SWE_support_the_industry }

		completion_reward = {
			138 = { #Scania
			add_extra_state_shared_building_slots = 3		
			}

			139 = { #Småland
			add_extra_state_shared_building_slots = 2		
			}

			140 = { # Västergötland
			add_extra_state_shared_building_slots = 1		
			}

			141 = { # Svealand
			add_extra_state_shared_building_slots = 1	
			}
				

			38 = { # Norrland
			add_extra_state_shared_building_slots = 1		
			}

			666 = { # Lappland
			add_extra_state_shared_building_slots = 1		
			}

			124 = { # Gotland
			add_extra_state_shared_building_slots = 1			
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = SWE_per_edvin_skold 
		}
	}

focus = {
		id = SWE_construction_effort
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = SWE_support_the_industry }
		x = 21
		y = 1
		cost = 10


		completion_reward = {
			random_owned_state = {
				add_extra_state_shared_building_slots = 2
					add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
					}
				}
		}
	}

	focus = {
		id = SWE_construction_effort_II
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = SWE_construction_effort }
		x = 21
		y = 2
		cost = 10


		completion_reward = {
				random_owned_state = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
					}
				}
				random_owned_state = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
					}
				}
		}
	}

	focus = {
		id = SWE_construction_effort_III
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = SWE_construction_effort_II }
		x = 21
		y = 3
		cost = 10


		completion_reward = {
			random_owned_state = {
				add_extra_state_shared_building_slots = 2
					add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
					}
				}
				}
	}

	focus = {
		id = SWE_production_effort
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = SWE_support_the_industry }
		x = 23
		y = 1
		cost = 10


		completion_reward = {
				random_owned_state = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
					}
				}

		}
	}

	focus = {
		id = SWE_production_effort_II
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = SWE_production_effort }
		x = 23
		y = 2
		cost = 10


		completion_reward = {
				random_owned_state = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
					}
				}
		}
	}

		focus = {
		id = SWE_production_effort_III
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = SWE_production_effort_II }
		x = 23
		y = 3
		cost = 10


		completion_reward = {
				random_owned_state = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
					}
				}
		}
	}


	focus = {
		id = SWE_mining
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = SWE_production_effort_III focus = SWE_construction_effort_III focus = SWE_planned_expansion }
		x = 21
		y = 4
		cost = 10


		ai_will_do = {
			factor = 15
		}
		completion_reward = {
				add_resource = {
				type = steel
				amount = 62
				state = 38
			}		
		}

	}


	focus = {
		id = SWE_industry_research
		icon = GFX_focus_research

		prerequisite = { focus = SWE_mining }

		x = 21
		y = 5
		cost = 10

		ai_will_do = {
			factor = 50
		}


		completion_reward = {
				add_research_slot = 1			
		}
	}

	focus = {
		id = SWE_naval_effort
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 36
		y = 0
		cost = 10

		available = {
			any_owned_state = {
				is_coastal = yes
			}
		}

		ai_will_do = {
			factor = 10
		}

		
		completion_reward = {
			navy_experience = 25
				random_owned_state = {
					limit = {
						is_coastal = yes
						free_building_slots = {
							building = dockyard
							size > 3
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots =2
					add_building_construction = {
						type = dockyard
						level = 2
						instant_build = yes
					}
				}
				
		}
	}

	focus = {
		id = SWE_naval_production
		icon = GFX_goal_generic_navy_doctrines_tactics
		x = 35
		y = 1
		cost = 10


		prerequisite = { focus = SWE_naval_effort }

		mutually_exclusive = { focus = SWE_naval_research }

		available = {
			any_owned_state = {
				is_coastal = yes
			}
		}
		
		completion_reward = {
			navy_experience = 25

				random_owned_state = {
					limit = {
						is_coastal = yes
						free_building_slots = {
							building = dockyard
							size > 3
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = dockyard
						level = 2
						instant_build = yes
					}
				}
				
		}
	}

	focus = {
		id = SWE_naval_research
		icon = GFX_goal_generic_navy_cruiser
		x = 37
		y = 1
		cost = 10


		prerequisite = { focus = SWE_naval_effort }
		mutually_exclusive = { focus = SWE_naval_production }
		
		completion_reward = {
			navy_experience = 100
			add_tech_bonus = {
				name = naval_doc_bonus
				bonus = 0.5
				uses = 2
				category = naval_doctrine
			}
				
		}
	}
	focus = {
		id = SWE_naval_research_II
		icon = GFX_goal_generic_navy_cruiser
		x = 35
		y = 3
		cost = 10


		prerequisite = { focus = SWE_small_ships focus = SWE_marines}
		
		completion_reward = {
			navy_experience = 150
			add_tech_bonus = {
				name = bb_ships_bonus
				bonus = 0.50
				uses = 1
				category = bb_tech # battleship
				category = bc_tech # battlecruiser
				category = ca_tech # heavy cruiser
			}

		}
	}

	focus = {
		id = SWE_small_ships
		icon = GFX_goal_generic_navy_cruiser
		x = 35
		y = 2
		cost = 10


		prerequisite = { focus = SWE_naval_production focus = SWE_naval_research}
		
		completion_reward = {
			navy_experience = 25
			add_tech_bonus = {
				name = sub_bonus
				bonus = 0.5
				uses = 1
				technology = early_submarine
				technology = basic_submarine
			}

			add_tech_bonus = {
				name = dd_ships_bonus
				bonus = 0.5
				uses = 1
				category = dd_tech
			}
				
		}
	}


	focus = {
		id = SWE_naval_production_II
		icon = GFX_goal_generic_navy_battleship
		x = 37
		y = 3
		cost = 10


		prerequisite = { focus = SWE_small_ships focus = SWE_marines}

		available = {
			any_owned_state = {
				is_coastal = yes
			}
		}
		
		completion_reward = {
			navy_experience = 25
				
				random_owned_state = {
					limit = {
						is_coastal = yes
						free_building_slots = {
							building = dockyard
							size > 3
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = dockyard
						level = 2
						instant_build = yes
					}
				}
				
		}
	}

		focus = {
		id = SWE_naval_production_III
		icon = GFX_goal_generic_navy_carrier
		x = 35
		y = 4
		cost = 10


		prerequisite = { focus = SWE_naval_research_II focus = SWE_naval_production_II }

		available = {
			any_owned_state = {
				is_coastal = yes
			}
		}
		
		completion_reward = {
				random_owned_state = {
					limit = {
						is_coastal = yes
						free_building_slots = {
							building = dockyard
							size > 3
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = dockyard
						level = 1
						instant_build = yes
					}
				}
				
		}
	}
	

	focus = {
		id = SWE_marines
		icon = GFX_goal_generic_amphibious_assault
		x = 37
		y = 2
		cost = 10

		prerequisite = { focus = SWE_naval_production focus = SWE_naval_research}

		
		completion_reward = {
			add_tech_bonus = {
				name = swe_amphibious_focus
				bonus = 0.5
				uses = 1
				category = marine_tech
			}
			add_tech_bonus = {
				name = swe_amphibious_focus
				bonus = 0.5
				uses = 1
				category = tp_tech
			}
		}
	}


	focus = {
		id = SWE_naval_bases
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 37
		y = 4
		cost = 10

		prerequisite = { focus = SWE_naval_research_II focus = SWE_naval_production_II }


		available = {
			140 = { is_owned_by = SWE }
			138 = { is_owned_by = SWE }
		} 

		completion_reward = {

			navy_experience = 25
			140 = {
				add_building_construction = {
					type = naval_base
					level = 1
					province = 383
					instant_build = yes
				}
			}

			138 = {
				add_building_construction = {
					type = naval_base
					level = 2
					province = 11215
					instant_build = yes
				}
			}
		}
	}


	focus = {
		id = SWE_demand_aland
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = SWE_survival_instinct }
		available = {
			SWE = {
				has_national_unity > 70
				}
			FIN = {
				controls_state = 145
			}
		}
		x = 25
		y = 1
		cost = 10

		ai_will_do = {
			factor = 15
		}


		bypass = {
			145 = { is_owned_by = SWE }
		}
		
		completion_reward = {
			army_experience = 15
			145 = { add_claim_by = SWE }
			if =  {
				limit = {
					FIN = { owns_state = 145 }
				}
				FIN = {
					country_event = { id = sweden.1 }
				}
			}
		}
	}


	focus = {
		id = SWE_fortify_aland
		icon = GFX_goal_generic_defence

		prerequisite = { focus = SWE_demand_aland }

		available = {
					SWE = {
				controls_state = 145
			}
		}
		x = 25
		y = 2
		cost = 10


		ai_will_do = {
			factor = 5
		}
		
		completion_reward = {
			145 = {
				add_building_construction = {
					type = coastal_bunker
					level = 4
					province = 9228
					instant_build = yes
				}

			}
		}
	}

	focus = {
		id = SWE_industrialize_aland
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = SWE_fortify_aland }
		available = {
					SWE = {
				controls_state = 145
			}
		}
		x = 25
		y = 3
		cost = 10

			ai_will_do = {
				factor = 15
				}

		
		completion_reward = {
			145 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
					}
				}

			}
		}


	focus = {
		id = SWE_aland_propaganda
		icon = GFX_goal_generic_radar
		prerequisite = { focus = SWE_industrialize_aland }
		available = {
					SWE = {
				controls_state = 145
			}
		}
		x = 25
		y = 4
		cost = 10


		ai_will_do = {
				factor = 5
			}
		
		completion_reward = {

		if = {
			limit = { FIN = {exists = yes	} }
			FIN = {
				add_opinion_modifier = { target = SWE modifier = SWE_propaganda }
			}
			}



		if = {
			limit = { DEN = {	exists = yes	}}
			DEN = {
				add_opinion_modifier = { target = SWE modifier = SWE_propaganda }
			}
			}


		if = {
			limit = { NOR = {	exists = yes	}}
			NOR = {
				add_opinion_modifier = { target = SWE modifier = SWE_propaganda }
			}
			}


			if = {
			limit = { EST = {	exists = yes	}}
			EST = {
				add_opinion_modifier = { target = SWE modifier = SWE_propaganda }
			}
			}

			if = {
			limit = { LAT = {	exists = yes	}}
			LAT = {
				add_opinion_modifier = { target = SWE modifier = SWE_propaganda }
			}
			}

			if = {
			limit = { LIT = {	exists = yes	}}
			LIT = {
				add_opinion_modifier = { target = SWE modifier = SWE_propaganda }
			}
			}

			}


		}
	

	focus = {
		id = SWE_survival_instinct
		icon = GFX_goal_generic_occupy_states_ongoing_war
		x = 27
		y = 0
		cost = 10

		available = {
			threat > 0.1
		}

		ai_will_do = {
				factor = 10

			modifier = {
			factor = 15
			SWE = { threat > 0.3 }
			}

				}
		
		completion_reward = {
			army_experience = 15
			remove_ideas = en_svensk_tiger
			add_ideas = en_svensk_lejon
		}
	}

	focus = {
		id = SWE_ambitions
		icon = GFX_goal_generic_construct_military
		prerequisite = { focus = SWE_survival_instinct }
		x = 29
		y = 1
		cost = 10

		available = {
			threat > 0.3
		}

		ai_will_do = {
				factor = 20
				}

		completion_reward = {
		add_political_power = 120
		if = {
				limit = { has_idea = neutrality_idea }
				remove_ideas = neutrality_idea
			}	

		}
	}

	focus = {
		id = SWE_demand_norway
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = SWE_ambitions }


		ai_will_do = {
				factor = 15
				}

		available = {
			NOR = {
				controls_state = 143
				controls_state = 144
				controls_state = 110
			}
			}
		

		x = 28
		y = 3
		cost = 10
		completion_reward = {
		add_state_claim = 143
		add_state_claim = 144
		add_state_claim = 110

		}
	}


	focus = {
		id = SWE_norwegian_oil
		icon = GFX_goal_generic_oil_refinery
		prerequisite = { focus = SWE_demand_norway }



		ai_will_do = {
				factor = 15
				}


		available = {
			SWE = {
				controls_state = 143
				controls_state = 144
				controls_state = 110
			}
		}

		x = 28
		y = 5
		cost = 10
		completion_reward = {

				add_resource = {
				type = oil
				amount = 10
				state = 144
				}

			add_resource = {
				type = oil
				amount = 10
				state = 143
			}	

			add_resource = {
				type = oil
				amount = 10
				state = 110
			}		
		}

	}

	focus = {
		id = SWE_norwegian_expansion
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = SWE_norwegian_oil }


		available = {
			SWE = {
				controls_state = 143
				controls_state = 144
				controls_state = 110
			}
		}

		x = 28
		y = 7
		cost = 10
		completion_reward = {

			144 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
					}
				}

		}
	}


	focus = {
		id = SWE_demand_denmark
		icon = GFX_goal_generic_demand_territory
		prerequisite = { focus = SWE_ambitions }


		ai_will_do = {
				factor = 15
				}

		available = {
			DEN = {
				controls_state = 100
				controls_state = 101
				controls_state = 337
			}
		}

		x = 30

		y = 3
		cost = 10
		completion_reward = {
		add_state_claim = 100
		add_state_claim = 101
		add_state_claim = 337

		}
	}

	focus = {
		id = SWE_danish_expansion
		icon = GFX_goal_generic_consumer_goods
		prerequisite = { focus = SWE_demand_denmark }

		available = {
			SWE = {
				controls_state = 100
				controls_state = 101
				controls_state = 337
			}
		}

		ai_will_do = {
				factor = 10
				}
		x = 30
		y = 5
		cost = 10
		completion_reward = {
			337 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
					}
				}

		}
	}


	focus = {
		id = SWE_danish_expansion_II
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = SWE_danish_expansion }

		available = {
			SWE = {
				controls_state = 100
				controls_state = 101
				controls_state = 337
			}
		}
		
		x = 30
		y = 7
		cost = 10
		completion_reward = {



			100 = { # Iceland
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
					}

			101 = { # Greenland
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
					}
				
			}

			337 = { # Faroe Islands
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
					}

				}

			}
		
		}

	}
	focus = {
		id = SWE_spy_defence
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = SWE_survival_instinct }
		x = 27
		y = 2
		cost = 10


		ai_will_do = {
				factor = 5
				}

		available = {
			threat > 0.5
		}
		
		completion_reward = {
		add_ideas = SWE_spy_defence
	}
	}

	focus = {
		id = SWE_food_rations
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = SWE_spy_defence }
		x = 27
		y = 4
		cost = 10

		available = {
			threat > 0.7
		}

		ai_will_do = {
				factor = 10
				}
		
		completion_reward = {
		add_ideas = food_rations
	}
	}

	focus = {
		id = SWE_max_threat
		icon = GFX_goal_generic_territory_or_war
		prerequisite = { focus = SWE_food_rations }
		x = 27
		y = 6
		cost = 10

		available = {
			threat > 0.9
		}
		
		completion_reward = {

			army_experience = 5

			138 = { # scania
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = 9279
					instant_build = yes
				}
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = 11215
					instant_build = yes
				}
			}

			139 = { # Smaland
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = 11380
					instant_build = yes
				}
			}

			140 = { # vastergotland
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = 383
					instant_build = yes
				}
			}


			141 = { # svealand
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = 6050
					instant_build = yes
				}
			}

			666 = { # Lappland
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = 9108
					instant_build = yes
				}
			}
		}
	}



}	