######################################
##########################



focus_tree = {
	id = SPR_focus
	
	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = SPR
		}
	}

 
 
   default = no
   
#Ŀʼ
 focus = {
 id = SPR_1
 icon = GFX_goal_generic_military_sphere   #ͼ 
     x = 2
     y = 0
   cost = 10
 completion_reward = {  
add_political_power = 120
add_national_unity = 0.05
  }
}

#¹Ԯ
 focus = {
 id = SPR_2
 icon = GFX_goal_generic_dangerous_deal
 prerequisite = { focus = SPR_1 }
 x = 2
 y = 1
 cost = 10

 completion_reward = {
 add_ideas = people_victory_idea	
 add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 1
				category = land_doctrine}
		}
  }


#½
 focus = {
 id = SPR_3
 icon = GFX_goal_generic_air_doctrine
 x = 8
 y = 0
 cost = 10
 
available = {
date > 1938.1.1
 }
 
 completion_reward = {
 add_ideas = ownership_idea
  }
}

#
 focus = {
 id = SPR_4
 icon = GFX_goal_generic_national_unity
 prerequisite = { focus = SPR_2 }
 x = 4
 y = 2
 cost = 10
 available = {
 not = {has_war_with = USA}
 not = {has_war_with = GER}
 not = {has_war_with = ENG}
 }
 completion_reward = {
add_ideas = self_reliance_idea 
  }
 }
 
#½
 focus = {
 id = SPR_6
 icon = GFX_goal_generic_allies_build_infantry
 prerequisite = { focus = SPR_3 }
 x = 6
 y = 2
 cost = 10
 completion_reward = {
 add_tech_bonus = {
                name = land_doc_bonus
				bonus = 0.5
				uses = 1
				category = infantry_weapons
				category = artillery
			}
  }
}

#ڱ
 focus = {
 id = SPR_7
 icon = GFX_goal_generic_army_artillery2
 prerequisite = { focus = SPR_3 }
 x = 8
 y = 2
 cost = 10
 completion_reward = {
 add_tech_bonus = {name = FRA_artillery_focus
				bonus = 0.5
				uses = 1
				category = artillery
            }
  }
}

#е
 focus = {
 id = SPR_8
 icon = GFX_goal_generic_army_motorized
 prerequisite = { focus = SPR_3 }
 x = 10
 y = 2
 cost = 10
 completion_reward = {	
	add_tech_bonus = {
				name = FRA_light_medium_armor
				bonus = 0.5
				uses = 1
				category = cat_mechanized_equipment
            }
  }
}

#̹˼
focus = {
		id = SPR_14
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = SPR_3 }
		x = 10
		y = 3
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.5
				uses = 1
				category = armor
			}
		}
	}
	
#վ
 focus = {
 id = SPR_9
 icon = GFX_goal_generic_air_bomber #վ
  x = 13
  y = 0
  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
			}
		}
}	        		

#ս½
 focus = {
 id = SPR_10
 icon = GFX_goal_generic_allies_build_infantry
 prerequisite = { focus = SPR_6 }
 x = 6
 y = 3
 cost = 10
 completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 1
				category = infantry_weapons
			}
		}
}

#սк½
 focus = {
 id = SPR_11
 icon = GFX_goal_generic_allies_build_infantry
 prerequisite = { focus = SPR_10 }
 x = 6
 y = 4
 cost = 20
 completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 2
				category = infantry_weapons
				category = land_doctrine
			}
		}
}
 

#ڱ
 focus = {
 id = SPR_13
 icon = GFX_goal_generic_army_artillery2
 prerequisite = { focus = SPR_7 }
 x = 8
 y = 3
 cost = 10
 completion_reward = {
 add_tech_bonus = {name = FRA_artillery_focus
				bonus = 0.5
				uses = 1
				category = artillery
            }
  }
}


#עغը
focus = {
		id = SPR_16
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = SPR_9 }
		x = 12
		y = 1
		cost = 10
		mutually_exclusive = { focus = SPR_17 }
		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
			}
		}
}
	
#עս
 	focus = {
		id = SPR_17
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = SPR_9 }
		x = 14
		y = 1
		cost = 10
		mutually_exclusive = { focus = SPR_16 }
		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
			}
		}
}
 
#һɻ һѧ˵
focus = {
		id = SPR_18
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = SPR_17
		                 focus = SPR_16
						}
		x = 13
		y = 2
		cost = 10

		complete_tooltip = {
			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 = 0.7
				uses = 1
				category = air_doctrine
			}
		}
		completion_reward = {
			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 = 0.7
				uses = 2
				category = air_doctrine
			}
		}
}

#
 focus = {
		id = SPR_19
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = SPR_4 }
		x = 4
		y = 3
		cost = 10
		bypass = {
			custom_trigger_tooltip = {
				tooltip = infrastructure_effort_tt
				all_owned_state = {			
					free_building_slots = {
						building = arms_factory
						size < 1
					}
				}
			}
		}

		complete_tooltip = {
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			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
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = arms_factory
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
			random_owned_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size > 0
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = arms_factory
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
}

#2
 focus = {
		id = SPR_20
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = SPR_19 }
		x = 4
		y = 4
		cost = 10
		bypass = {
			custom_trigger_tooltip = {
				tooltip = infrastructure_effort_tt
				all_owned_state = {			
					free_building_slots = {
						building = arms_factory
						size < 1
					}
				}
			}
		}

		complete_tooltip = {
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			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
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = arms_factory
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
			random_owned_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size > 0
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = arms_factory
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
	
#3
 focus = {
		id = SPR_21
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = SPR_20 }
		x = 4
		y = 5
		cost = 10
		bypass = {
			custom_trigger_tooltip = {
				tooltip = infrastructure_effort_tt
				all_owned_state = {			
					free_building_slots = {
						building = arms_factory
						size < 1
					}
				}
			}
		}

		complete_tooltip = {
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			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
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = arms_factory
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
			random_owned_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size > 0
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = arms_factory
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
}

#ҵƼ
focus = {
		id = SPR_29
		icon = GFX_focus_research
		prerequisite = { focus = SPR_21 }
		prerequisite = { focus = SPR_24 }
		x = 3
		y = 6
		cost = 10
		completion_reward = {
			add_research_slot = 1
		}
	}

#ù
focus = {
		id = SPR_22
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = SPR_4}
		x = 2
		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
				}
			}
		}
	}
 
#ù2
focus = {
		id = SPR_23
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = SPR_22}
		x = 2
		y = 4
		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
				}
			}
		}
	}

#ù3
focus = {
		id = SPR_24
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = SPR_23}
		x = 2
		y = 5
		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
				}
			}
		}
	}
	
#µ
focus = {
id = SPR_26
icon = GFX_goal_generic_demand_territory
prerequisite = { focus = SPR_2}
x = 0
y = 3
cost = 10
completion_reward = {
create_wargoal = { type = annex_everything target = POR }
  }
}	

#־ͬ¬ۼ
focus = {
id = SPR_27
icon = GFX_goal_generic_military_deal
prerequisite = { focus = SPR_26}
x = 0
y = 4
cost = 10

available = {
GER = {has_war_with = FRA }
 }
 
completion_reward = {
add_to_war = { targeted_alliance = GER enemy = FRA }
  }
}	

#
	 focus = {
		id = SPR_30
		icon = GFX_goal_generic_wolf_pack
		x = 17
		y = 0
		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 = SPR_31
		icon = GFX_goal_generic_construct_naval_dockyard
		prerequisite = { focus = SPR_30}
		x = 17
		y = 1
		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 = SPR_32
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = SPR_31 }
		x = 16
		y = 2
		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 = SPR_33
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = SPR_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 = 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 = SPR_34
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus =  SPR_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 = 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 = SPR_35
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = SPR_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 = {
			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
			}
		}
	}
	
	#սƼ
	focus = {
		id = SPR_36
		icon = GFX_focus_research
		prerequisite = { focus = SPR_5 }
		x = 0
		y = 6
		cost = 10
		completion_reward = {
			add_research_slot = 1
		}
	}
		
#ΪֱӺϿս
focus = {
id = SPR_5
icon = GFX_goal_generic_demand_territory
prerequisite = { focus = SPR_27}
x = 0
y = 5
cost = 10
available = {
GER = { exists = yes }
ENG = { exists = yes }
not = {has_war_with = GER}
SPR = {has_war_with = ENG}
  } 
completion_reward = {
add_national_unity = 0.05
add_political_power = 120
army_experience = 20
  }
}



 add_popularity = { ideology = fascism popularity = 0.5 } 
 add_popularity = { ideology = fascism popularity = 0.1 }
 diplomatic_relation = { country = ENG relation = non_aggression_pact } #hubuqinfan



 
 
 
 
 
 
 
 



