focus_tree = {
	id = romm_focus
	
	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = ROM
		}
	}
	
	default = no
	
	#ǵͳһ
  focus = {
  id = ROM_1
  icon = GFX_goal_generic_military_sphere #
  x = 2
	y = 0
	cost = 10
	ai_will_do = {
			factor = 10
		}	
	completion_reward = {
	add_political_power = 120 
	add_national_unity = 0.05
	 }
	}
	

	#ǵ
	focus = {
  id = ROM_2
  icon = GFX_goal_generic_military_deal #⽻
  prerequisite = { focus = ROM_3 }
  x=1
  y=2
	cost = 10
	ai_will_do = {
			factor = 9
		}	
	completion_reward = {
	create_wargoal = { type = annex_everything target = BUL }
		}
	}
	
	#Ʒ˹
	focus = {
  id = ROM_3
  icon = GFX_goal_generic_military_deal
  prerequisite = { focus = ROM_1 }
  	mutually_exclusive = {  focus = ROM_4  }
  x=1
  y=1
  cost = 10
	ai_will_do = {
	factor = 9
		}	
		completion_reward = {
	create_wargoal = { type = annex_everything target = YUG }
		}
	}
	
	#ͱϣ
	focus = {
  id = ROM_40
  icon = GFX_goal_generic_military_deal #Ѫ⽻
  prerequisite = { focus = ROM_2 }
  x=1
  y=3
	cost = 10
	ai_will_do = {
			factor = 9
		}	
	completion_reward = {
	create_wargoal = { type = annex_everything target = GRE }
		}
	}
	
	#ͳΰͶ
	focus = {
  id = ROM_41
  icon = GFX_goal_generic_military_deal #Ѫ⽻
  prerequisite = { focus = ROM_40 }
  x=1
  y=4
	cost = 10
	ai_will_do = {
			factor = 9
		}	
	completion_reward = {
	create_wargoal = { type = annex_everything target = HUN }
		}
	}
	
	#Ͷͬ
	focus = {
		id = ROM_4
		icon = GFX_goal_generic_alliance
		prerequisite = { focus = ROM_1 }
		mutually_exclusive = {  focus = ROM_3  }
		x=5
		y=1
		cost = 10
		ai_will_do = {
	factor = 9
		}	
		completion_reward = {
		add_national_unity = 0.05
			set_rule = { can_create_factions = yes }
			create_faction = "ba er gan tong meng"
		add_ideas = homeland_defence_idea	#+10%Ҫ޽ٶ+20%
			}
		}
	
	#νĺƽ
	focus = {
		id = ROM_5
		icon = GFX_goal_generic_national_unity #˫
		prerequisite = { focus = ROM_41 }
		mutually_exclusive = {  focus = ROM_7  }
		mutually_exclusive = {  focus = ROM_11 }
	  x=3
	  y=5
	  cost = 10
		ai_will_do = {
	factor = 5
		}	
	  completion_reward = {
	  set_politics  = { ruling_party = fascism elections_allowed = 0.5 } 
	  set_political_party = { ideology = fascism popularity = 0.5 }
	  }
	}
	
	#½ƻ
	 focus = {
		id = ROM_6
		icon = GFX_goal_tripartite_pact #
		prerequisite = { focus = ROM_5 }
		available = {
		date > 1938.10.1
		}
		x=3
		y=6
		cost = 25
		ai_will_do = {
	factor = 10
		}	
		completion_reward = {
		add_manpower = 1200000
		army_experience = 50
		add_tech_bonus = {
				name = land_doc_bonus
				bonus = 1
				uses = 1
				category = land_doctrine}
		}
	}
	
	#α
	focus = {
		id = ROM_7
		icon = GFX_goal_generic_national_unity
  	prerequisite = { focus = ROM_4 }
  	mutually_exclusive = {  focus = ROM_5  }
  	mutually_exclusive = {  focus = ROM_11 }
  	x = 5
  	y = 5
  	cost = 10
  	ai_will_do = {
	factor = 5
		}	
		completion_reward = {
	  set_politics  = { ruling_party = democratic elections_allowed = 0.5 } 
	  set_political_party = { ideology = democratic popularity = 0.5 } 
	  white_peace = YUG
	  }
	}
  
  #־Ը
	focus = {
  id = ROM_19
  icon = GFX_goal_tripartite_pact
  prerequisite = { focus = ROM_7 }
  available = {
		date > 1938.10.1
		}
	x = 5
  y = 6
	cost = 25
  	ai_will_do = {
	factor = 10
		}	
	completion_reward = {
	add_manpower = 800000
	 }
	}
	
	#˽׼
	focus = {
  id = ROM_20
  icon = GFX_goal_tripartite_pact
  prerequisite = { focus = ROM_11 }
  	available = {
		date > 1938.10.1
		}
	x = 1
  y = 6
	cost = 25
  	ai_will_do = {
	factor = 25
		}	
	completion_reward = {
	add_manpower = 1000000
	add_ideas = FRA_infantry_focus #ǹɱ10ٷ֮
	 }
	}
	
	#ι
  focus = {
		id = ROM_42
		icon = GFX_focus_research
		prerequisite = { focus = ROM_20 focus = ROM_19 focus = ROM_6 }
		x = 3
		y = 7
		cost = 10
		completion_reward = {
			add_research_slot = 1
		}
	}
  
	#½
	focus = {
  id = ROM_8
  icon = GFX_goal_generic_axis_build_infantry #½
  x=12
  y=0
  cost = 10
  ai_will_do = {
	factor = 10
		}	
	completion_reward = {
	army_experience = 20
	navy_experience = 25
	air_experience = 25
	add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 2
				category = land_doctrine
			}
	 }
 }
  #
  focus = {
  id = ROM_9
  icon = GFX_goal_generic_army_artillery2 #
  prerequisite = { focus = ROM_8 }
  x=7
  y=1
  cost = 10
  ai_will_do = {
	factor = 5
		}	
	completion_reward = {
	army_experience = 5
	add_tech_bonus = {
				name = FRA_artillery_focus
				bonus = 0.5
				uses = 1
				category = artillery
			}
   }
 }
   
   #е
    focus = {
  id = ROM_10
  icon = GFX_goal_generic_army_motorized #Ħл
  prerequisite = { focus = ROM_8 }
  x = 9
  y = 1
  cost = 10
  ai_will_do = {
	factor = 5
		}	
	completion_reward = {
	army_experience = 5
	add_tech_bonus = {
				name = FRA_light_medium_armor
				bonus = 0.5
				uses = 1
				category = cat_mechanized_equipment
			}
   }
 }
  
  #򹲲
  focus = {
  id = ROM_11
  icon = GFX_goal_generic_national_unity
  prerequisite = { focus = ROM_41 }
  mutually_exclusive = { focus = ROM_5 }
  mutually_exclusive = { focus = ROM_7 }
  x = 1
  y = 5
  cost = 10
  ai_will_do = {
	factor = 10
		}	
  completion_reward = {
  set_politics  = { ruling_party = communism elections_allowed = 0.5}
  set_political_party = { ideology = communism popularity = 0.5 } 
   }
 }  
  
  	#װվ
	 focus = {
  id = ROM_13
  icon = GFX_goal_generic_air_bomber #վ
  prerequisite = { focus = ROM_8 }
  x = 13
  y = 1
  cost = 10
  complete_tooltip = {
			air_experience = 25
			if = { limit = { has_country_flag = aviation_effort_AB }
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}			
			add_tech_bonus = {
				name = air_doc_bonus
				bonus = 0.5
				uses = 1
				category = air_doctrine
			}			
		}

		completion_reward = {
			air_experience = 25

			if = {
				limit = {
					capital_scope = {
						NOT = {
							free_building_slots = {
								building = air_base
								size > 1
							}
						}
					}
				}
				random_owned_state = {
					limit = {
						free_building_slots = {
							building = air_base
							size > 1
						}
					}
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}
					ROOT = { set_country_flag = aviation_effort_AB }
				}
			}
			if = {
				limit = {
					capital_scope = {
						free_building_slots = {
							building = air_base
							size > 1
						}
					}
				}
				capital_scope = {
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}
					ROOT = { set_country_flag = aviation_effort_AB }
				}
			}
			add_tech_bonus = {
				name = air_doc_bonus
				bonus = 0.5
				uses = 1
				category = air_doctrine
			}
		}
	}

 	#սĸ
 	focus = {
		id = ROM_37
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = ROM_13 }
		x = 12
		y = 2
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 0.5
				uses = 2
				technology = early_fighter
				technology = fighter1
				technology = fighter2
				technology = fighter3
				technology = heavy_fighter1
				technology = heavy_fighter2
				technology = heavy_fighter3
			}
		}
	}

#ըĸ
focus = {
		id = ROM_38
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = ROM_37 }
		x = 12
		y = 3
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 0.5
				uses = 2
				technology = strategic_bomber1
				technology = strategic_bomber2
				technology = strategic_bomber3
				category = tactical_bomber
			}
		}
	}

#վ۵Ľ
focus = {
		id = ROM_39
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = ROM_38 }
		x = 12
		y = 4
		cost = 10

		complete_tooltip = {
			air_experience = 25
			if = { limit = { has_country_flag = aviation_effort_2_AB }
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
			add_tech_bonus = {
				name =  air_doc_bonus
				bonus = 0.5
				uses = 1
				category = air_doctrine
			}
		}
		completion_reward = {
			air_experience = 25
			if = {
				limit = {
					capital_scope = {
						NOT = {
							free_building_slots = {
								building = air_base
								size > 1
							}
						}
					}
				}
				random_owned_state = {
					limit = {
						free_building_slots = {
							building = air_base
							size > 1
						}
					}
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}
					ROOT = { set_country_flag = aviation_effort_2_AB }
				}
			}
			if = {
				limit = {
					capital_scope = {
						free_building_slots = {
							building = air_base
							size > 1
						}
					}
				}
				capital_scope = {
					add_building_construction = {
						type = air_base
						level = 3
						instant_build = yes
					}				
					ROOT = { set_country_flag = aviation_effort_2_AB }
				}
			}
			add_tech_bonus = {
				name =  air_doc_bonus
				bonus = 0.5
				uses = 2
				category = air_doctrine
			}
		}
	}

	#
	 focus = {
		id = ROM_14
		icon = GFX_goal_generic_wolf_pack
		prerequisite = { focus = ROM_8 }
		x = 17
		y = 1
		cost = 10

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}

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

  #ҵ촬
  focus = {
		id = ROM_32
		icon = GFX_goal_generic_construct_naval_dockyard
		prerequisite = { focus = ROM_14}
		x = 17
		y = 2
		cost = 10

		available = {
			any_state = {
				is_coastal = yes
				is_controlled_by = ROOT
			}
		}

		complete_tooltip = {
			navy_experience = 25
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
		
		completion_reward = {
			navy_experience = 25
			if = {
				limit = {
					NOT = {
						any_owned_state = {
							dockyard > 0
							free_building_slots = {
								building = dockyard
								size > 2
								include_locked = yes
							}
						}
					}
					any_owned_state = {
						is_coastal = yes
					}
				}
				random_owned_state = {
					limit = {
						is_coastal = yes
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = dockyard
						level = 3
						instant_build = yes
					}
				}
				set_country_flag = naval_effort_built
			}
			if = {
				limit = {
					NOT = { has_country_flag = naval_effort_built }
					any_owned_state = {
						dockyard > 0
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
				}
				random_owned_state = {
					limit = {
						dockyard > 0
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = dockyard
						level = 3
						instant_build = yes
					}
				}
				set_country_flag = naval_effort_built
			}
			if = {
				limit = {
					NOT = { has_country_flag = naval_effort_built }
					NOT = {
						any_owned_state = {
							free_building_slots = {
								building = dockyard
								size > 2
								include_locked = yes
							}
						}
					}
				}
				random_state = {
					limit = {
						controller = { tag = ROOT }
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = dockyard
						level = 3
						instant_build = yes
					}
				}
			}			
		}
	}

  #ͽ
  focus = {
		id = ROM_33
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = ROM_32 }
		x = 16
		y = 3
		cost = 10

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}

		completion_reward = {
			add_tech_bonus = {
				name = sub_op_bonus
				bonus = 0.5
				uses = 2
				technology = convoy_interdiction_ti
				technology = unrestricted_submarine_warfare
				technology = wolfpacks
				technology = advanced_submarine_warfare
				technology = combined_operations_raiding
			}
		}
	}

  #ˮµ
  focus = {
		id = ROM_34
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = ROM_33 }
		x = 16
		y = 4
		cost = 10

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}

		completion_reward = {
			add_tech_bonus = {
				name = ss_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				technology = early_submarine
				technology = basic_submarine
				technology = improved_submarine
				technology = advanced_submarine
			}
		}
	}

  #͵ĺ׼ƻ
  focus = {
		id = ROM_35
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus =  ROM_34 }
		x = 16
		y = 5
		cost = 10

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}

		completion_reward = {
			add_tech_bonus = {
				name = cr_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 2
				technology = improved_light_cruiser
				technology = advanced_light_cruiser
				technology = improved_heavy_cruiser
				technology = advanced_heavy_cruiser
			}
		}
	}

#
focus = {
		id = ROM_36
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = ROM_35 }
		x = 16
		y = 6
		cost = 10

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}

		completion_reward = {
			navy_experience = 25
			add_tech_bonus = {
				name = capital_ships_bonus
				bonus = 0.5
				ahead_reduction = 2
				uses = 2
				technology = basic_battlecruiser
				technology = basic_battleship
				technology = improved_battleship
				technology = advanced_battleship
				technology = heavy_battleship
				technology = heavy_battleship2
				technology = early_carrier
				technology = basic_carrier
				technology = improved_carrier
				technology = advanced_carrier
			}
		}
	}

################ҵ########
 #ҵʼ
 focus = {
	id = ROM_15
	icon = GFX_goal_generic_construct_civ_factory #ҵ
	x = 21
  y = 0
   cost = 10
	ai_will_do = {
			factor = 8
		}
		completion_reward = {
	add_tech_bonus = {
				name = construction_tech_bonus
				bonus = 0.5
				uses = 1
				category = construction_tech
		 	 }
	  }
 }
 
 #ҵٷչ
 focus = {
 id = ROM_16
 icon = GFX_goal_generic_construct_civ_factory #ҵ
 prerequisite = { focus = ROM_15}
 x = 20
  y = 1
   cost = 10
	ai_will_do = {
			factor = 10
		}
 completion_reward = {
	add_tech_bonus = {
				name = construction_tech_bonus
				bonus = 0.5
				uses = 1
				category = industry
			 }
	  }
 }
 
 #ùҵ
 focus = {
		id = ROM_17
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = ROM_16 }
		x = 20
		y = 2
		cost = 10

		
		ai_will_do = {
			factor = 8
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = construction_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = industrial_complex
						size < 1
						include_locked = yes
					}					
				}
			}
		}

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

		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
				}
			}
		}
	}
	
	#ùҵ2
	 focus = {
		id = ROM_18
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = ROM_17 }
		x = 20
		y = 3
		cost = 10

		
		ai_will_do = {
			factor = 8
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = construction_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = industrial_complex
						size < 1
						include_locked = yes
					}					
				}
			}
		}

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

		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 = ROM_21
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = ROM_15 }
		x = 22
		y = 1
		cost = 10

		ai_will_do = {
			factor = 2
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 1
						include_locked = yes
					}					
				}
			}
		}

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

		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
				}
			}
		}
	}
  
  #2
	focus = {
		id = ROM_22
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = ROM_21 }
		x = 22
		y = 2
		cost = 10

		ai_will_do = {
			factor = 2
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 1
						include_locked = yes
					}					
				}
			}
		}

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

		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
				}
			}
		}
	}
  
  #3
	focus = {
		id = ROM_23
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = ROM_22 }
		x = 22
		y = 3
		cost = 10

		ai_will_do = {
			factor = 2
		}

		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 1
						include_locked = yes
					}					
				}
			}
		}

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

		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
				}
			}
		}
	}
  
  #¿Ƽ
  focus = {
		id = ROM_24
		icon = GFX_focus_research
		prerequisite = { focus = ROM_23 }
		x = 22
		y = 4
		cost = 10
		completion_reward = {
			add_research_slot = 1
		}
	}
  
  #ʩŻ
  focus = {
		id = ROM_25
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = ROM_18 }
		x = 20
		y = 4
		cost = 10
		bypass = {
			custom_trigger_tooltip = {
				tooltip = infrastructure_effort_tt
				all_owned_state = {			
					free_building_slots = {
						building = infrastructure
						size < 1
					}
				}
			}
		}

		complete_tooltip = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}

		completion_reward = {
			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 = 3
					instant_build = yes
				}
			}
		}
	}
	
  #ÿƼ
  focus = {
		id = ROM_26
		icon = GFX_focus_research
		prerequisite = { focus = ROM_25 }
		x = 20
		y = 5
		cost = 10
		completion_reward = {
			add_research_slot = 1
		}
	}
  
  #װ
  focus = {
		id = ROM_27
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = ROM_9 }
		x = 7
		y = 2
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 1
				category = infantry_weapons
				category = artillery
			}
		}
	}
  
  #װ2
  focus = {
		id = ROM_28
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = ROM_27 }
		x = 7
		y = 3
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 2
				category = infantry_weapons
				category = artillery
			}
		}
	}
  
  #еĸٹ·
  focus = {
		id = ROM_30
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = ROM_29 }
		x = 9
		y = 3
		cost = 10
		bypass = {
			custom_trigger_tooltip = {
				tooltip = infrastructure_effort_tt
				all_owned_state = {			
					free_building_slots = {
						building = infrastructure
						size < 1
					}
				}
			}
		}

		complete_tooltip = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}

		completion_reward = {
			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 = 5
					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 = 5
					instant_build = yes
				}
			}
		}
	}
	
  
  #װ׾
  focus = {
		id = ROM_29
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = ROM_10 }
		x = 9
		y = 2
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.5
				uses = 2
				category = armor
			}
		}
	}
	
	#½ʱ
	focus = {
  id = ROM_31
  icon = GFX_goal_generic_axis_build_infantry
   prerequisite = { focus = ROM_30 }
   prerequisite = { focus = ROM_28 }
   x = 8
   y = 4
   cost = 10
  ai_will_do = {
	factor = 9
		}	
  completion_reward = {
  army_experience = 10
  add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 2
				category = land_doctrine
				category = Infantry equipment
		 }
   }
 }
	
  
  #½װ
  focus = {
  id = ROM_12
  icon = GFX_goal_generic_axis_build_infantry
   prerequisite = { focus = ROM_9 focus = ROM_10 }
   x = 8
   y = 2 
   cost = 10
  ai_will_do = {
	factor = 9
		}	
  completion_reward = {
  army_experience = 10
  add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 1
				category = land_doctrine
				category = Infantry equipment
		 }
   }
 }
	
