focus_tree = { id = austro_hungarian_releasable_focus country = { factor = 0 modifier = { add = 10 OR = { tag = SLO tag = TRA tag = CRO tag = LBV tag = SIL tag = MNT tag = BOS tag = SLV tag = HRZ tag = ALB } has_dlc = "Gotterdammerung" } } default = no continuous_focus_position = { x = 50 y = 1350 } shared_focus = HABSBURG_part_of_something_bigger focus = { id = ah_army_effort icon = GFX_goal_generic_allies_build_infantry x = 1 y = 0 cost = 10 search_filters = { FOCUS_FILTER_RESEARCH } ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { army_experience = 25 add_doctrine_cost_reduction = { name = land_doc_bonus cost_reduction = 0.5 uses = 1 category = land_doctrine } } } focus = { id = ah_equipment_effort icon = GFX_goal_generic_small_arms prerequisite = { focus = ah_army_effort } x = -1 y = 1 relative_position_id = ah_army_effort cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_breakthrough_progress = { specialization = specialization_land value = 0.1 } add_tech_bonus = { name = infantry_artillery_bonus bonus = 1.0 uses = 1 category = infantry_weapons category = artillery } } } focus = { id = ah_motorization_effort icon = GFX_goal_generic_army_motorized prerequisite = { focus = ah_army_effort } bypass = { has_tech = motorised_infantry } x = 1 y = 1 relative_position_id = ah_army_effort cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = motorized_bonus bonus = 1.0 technology = motorised_infantry } } } focus = { id = ah_doctrine_effort icon = GFX_goal_generic_army_doctrines prerequisite = { focus = ah_army_effort } x = 0 y = 2 relative_position_id = ah_army_effort cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { army_experience = 25 add_doctrine_cost_reduction = { name = land_doc_bonus cost_reduction = 0.5 uses = 1 category = land_doctrine } } } focus = { id = ah_equipment_effort_2 icon = GFX_goal_generic_army_artillery prerequisite = { focus = ah_equipment_effort } x = 0 y = 2 relative_position_id = ah_equipment_effort cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_breakthrough_progress = { specialization = specialization_land value = 0.1 } add_tech_bonus = { name = infantry_artillery_bonus bonus = 1.0 uses = 1 category = infantry_weapons category = artillery } } } focus = { id = ah_mechanization_effort icon = GFX_goal_generic_build_tank prerequisite = { focus = ah_motorization_effort } x = 0 y = 2 relative_position_id = ah_motorization_effort cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = motorized_bonus ahead_reduction = 2 uses = 1 category = motorized_equipment } IF = { limit = { has_tech = motorised_infantry } add_equipment_to_stockpile = { type = motorized_equipment amount = 1 } } } } focus = { id = ah_doctrine_effort_2 icon = GFX_goal_generic_army_doctrines prerequisite = { focus = ah_doctrine_effort } x = 0 y = 2 relative_position_id = ah_doctrine_effort cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { army_experience = 25 add_doctrine_cost_reduction = { name = land_doc_bonus cost_reduction = 0.5 uses = 1 category = land_doctrine } } } focus = { id = ah_equipment_effort_3 icon = GFX_goal_generic_army_artillery2 prerequisite = { focus = ah_equipment_effort_2 } x = 0 y = 2 relative_position_id = ah_equipment_effort_2 cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_breakthrough_progress = { specialization = specialization_land value = 0.1 } add_tech_bonus = { name = infantry_artillery_bonus ahead_reduction = 2 uses = 1 category = infantry_weapons category = artillery } } } focus = { id = ah_armor_effort icon = GFX_goal_generic_army_tanks prerequisite = { focus = ah_mechanization_effort } x = 0 y = 2 relative_position_id = ah_mechanization_effort cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = armor_bonus bonus = 1.0 uses = 2 category = armor } } } focus = { id = ah_special_forces icon = GFX_goal_generic_special_forces prerequisite = { focus = ah_equipment_effort_3 } prerequisite = { focus = ah_doctrine_effort_2 } prerequisite = { focus = ah_armor_effort } x = 1 y = 1 relative_position_id = ah_equipment_effort_3 cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_ideas = special_forces add_tech_bonus = { name = special_forces_bonus bonus = 1.0 uses = 1 technology = paratroopers technology = paratroopers2 technology = marines technology = marines2 technology = tech_mountaineers technology = tech_mountaineers2 } } } focus = { id = ah_aviation_effort icon = GFX_goal_generic_build_airforce x = 5 y = 0 cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes 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_doctrine_cost_reduction = { name = air_doc_bonus cost_reduction = 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_controlled_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_doctrine_cost_reduction = { name = air_doc_bonus cost_reduction = 0.5 uses = 1 category = air_doctrine } } } focus = { id = ah_fighter_focus icon = GFX_goal_generic_air_fighter prerequisite = { focus = ah_aviation_effort } mutually_exclusive = { focus = ah_bomber_focus } x = -1 y = 1 relative_position_id = ah_aviation_effort cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = fighter_bonus bonus = 1.0 uses = 2 category = light_fighter category = cat_heavy_fighter } } } focus = { id = ah_bomber_focus icon = GFX_goal_generic_air_bomber prerequisite = { focus = ah_aviation_effort } mutually_exclusive = { focus = ah_fighter_focus } x = 1 y = 1 relative_position_id = ah_aviation_effort cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = bomber_bonus bonus = 1.0 uses = 2 category = cat_strategic_bomber category = tactical_bomber } } } focus = { id = ah_aviation_effort_2 icon = GFX_goal_generic_air_doctrine prerequisite = { focus = ah_bomber_focus focus = ah_fighter_focus } x = -1 y = 1 relative_position_id = ah_bomber_focus cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes 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_doctrine_cost_reduction = { name = air_doc_bonus cost_reduction = 0.5 uses = 1 category = air_doctrine } } completion_reward = { air_experience = 25 if = { limit = { capital_scope = { OR = { NOT = { is_controlled_by = ROOT } NOT = { free_building_slots = { building = air_base size > 1 } } } } } random_owned_controlled_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 = { is_controlled_by = ROOT 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_2_AB } } } add_doctrine_cost_reduction = { name = air_doc_bonus cost_reduction = 0.5 uses = 1 category = air_doctrine } } } focus = { id = ah_CAS_effort icon = GFX_goal_generic_CAS prerequisite = { focus = ah_aviation_effort_2 } prerequisite = { focus = ah_motorization_effort } x = -1 y = 1 relative_position_id = ah_aviation_effort_2 cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = CAS_bonus bonus = 1.0 ahead_reduction = 2 uses = 1 category = cas_bomber } } } focus = { id = ah_rocket_effort icon = GFX_focus_rocketry prerequisite = { focus = ah_aviation_effort_2 } prerequisite = { focus = ah_infrastructure_effort } x = 0 y = 2 relative_position_id = ah_aviation_effort_2 cost = 10 search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_breakthrough_progress = { specialization = specialization_air value = 0.5 } add_tech_bonus = { name = jet_rocket_bonus ahead_reduction = 2 uses = 1 # was 2 category = rocketry category = jet_technology } } ai_will_do = { factor = 1 modifier = { factor = 0.25 always = yes } } } focus = { id = ah_NAV_effort icon = GFX_goal_generic_air_naval_bomber prerequisite = { focus = ah_aviation_effort_2 } prerequisite = { focus = ah_flexible_navy } x = 1 y = 1 relative_position_id = ah_aviation_effort_2 cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = nav_bomber_bonus bonus = 1.0 ahead_reduction = 2 uses = 1 category = naval_bomber } } } focus = { id = ah_naval_effort icon = GFX_goal_generic_construct_naval_dockyard x = 9 y = 0 cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_INDUSTRY } available_if_capitulated = yes available = { any_controlled_state = { is_coastal = yes } } 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_controlled_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_controlled_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 } } } } } focus = { id = ah_flexible_navy icon = GFX_goal_generic_build_navy prerequisite = { focus = ah_naval_effort } mutually_exclusive = { focus = ah_large_navy } x = -1 y = 1 relative_position_id = ah_naval_effort cost = 10 search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes ai_will_do = { factor = 1 modifier = { factor = 0 all_owned_state = { OR = { is_coastal = no dockyard < 1 } } } } completion_reward = { add_mastery_bonus = { name = ah_flexible_navy bonus = 0.1 days = 240 grand_doctrine = new_convoy_raiding } add_mastery_bonus = { name = ah_flexible_navy bonus = 0.1 days = 240 grand_doctrine = new_base_strike } add_doctrine_cost_reduction = { name = ah_flexible_navy cost_reduction = 0.5 uses = 2 category = naval_doctrine } } } focus = { id = ah_large_navy icon = GFX_goal_generic_navy_doctrines_tactics prerequisite = { focus = ah_naval_effort } mutually_exclusive = { focus = ah_flexible_navy } x = 1 y = 1 relative_position_id = ah_naval_effort cost = 10 search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes ai_will_do = { factor = 1 modifier = { factor = 0 all_owned_state = { OR = { is_coastal = no dockyard < 1 } } } } completion_reward = { add_mastery_bonus = { name = ah_large_navy bonus = 0.1 days = 240 grand_doctrine = new_fleet_in_being } add_mastery_bonus = { name = ah_large_navy bonus = 0.1 days = 240 grand_doctrine = new_base_strike } add_doctrine_cost_reduction = { name = ah_large_navy cost_reduction = 0.25 uses = 2 category = naval_doctrine } } } focus = { id = ah_submarine_effort icon = GFX_goal_generic_navy_submarine prerequisite = { focus = ah_flexible_navy focus = ah_large_navy } x = 0 y = 1 relative_position_id = ah_flexible_navy cost = 10 search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes 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 = 1.0 ahead_reduction = 2 uses = 1 category = ss_tech } } } focus = { id = ah_cruiser_effort icon = GFX_goal_generic_navy_cruiser prerequisite = { focus = ah_large_navy focus = ah_flexible_navy } x = 0 y = 1 relative_position_id = ah_large_navy cost = 10 search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes 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 = 1.0 ahead_reduction = 2 uses = 1 category = ca_tech } } } focus = { id = ah_destroyer_effort icon = GFX_goal_generic_wolf_pack prerequisite = { focus = ah_submarine_effort } x = 0 y = 1 relative_position_id = ah_submarine_effort cost = 10 search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes 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 = 1.0 ahead_reduction = 2 uses = 1 category = dd_tech } } } focus = { id = ah_capital_ships_effort icon = GFX_goal_generic_navy_battleship prerequisite = { focus = ah_cruiser_effort } x = 0 y = 1 relative_position_id = ah_cruiser_effort cost = 10 search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes 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 = 1.0 ahead_reduction = 2 uses = 1 category = bc_tech category = bb_tech category = cv_tech } } } focus = { id = ah_industrial_effort icon = GFX_goal_generic_production x = 13 y = 0 cost = 10 search_filters = { FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = industrial_bonus bonus = 1.0 uses = 1 category = industry } } ai_will_do = { factor = 3 } } focus = { id = ah_construction_effort icon = GFX_goal_generic_construct_civ_factory prerequisite = { focus = ah_industrial_effort } x = -1 y = 1 relative_position_id = ah_industrial_effort cost = 10 search_filters = { FOCUS_FILTER_INDUSTRY } available_if_capitulated = yes ai_will_do = { factor = 2 } 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_controlled_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 = ah_production_effort icon = GFX_goal_generic_construct_mil_factory prerequisite = { focus = ah_industrial_effort } x = 1 y = 1 relative_position_id = ah_industrial_effort cost = 10 search_filters = { FOCUS_FILTER_INDUSTRY } available_if_capitulated = yes 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_controlled_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 = ah_construction_effort_2 icon = GFX_goal_generic_construct_civ_factory prerequisite = { focus = ah_construction_effort } x = 0 y = 1 relative_position_id = ah_construction_effort cost = 10 search_filters = { FOCUS_FILTER_INDUSTRY } available_if_capitulated = yes ai_will_do = { factor = 2 } 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_controlled_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 = ah_production_effort_2 icon = GFX_goal_generic_construct_mil_factory prerequisite = { focus = ah_production_effort } x = 0 y = 1 relative_position_id = ah_production_effort cost = 10 search_filters = { FOCUS_FILTER_INDUSTRY } available_if_capitulated = yes 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_controlled_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 = ah_infrastructure_effort icon = GFX_goal_generic_construct_infrastructure prerequisite = { focus = ah_construction_effort_2 } x = 0 y = 1 relative_position_id = ah_construction_effort_2 cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_INDUSTRY } available_if_capitulated = yes 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_controlled_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 = 1 instant_build = yes } } random_owned_controlled_state = { limit = { free_building_slots = { building = infrastructure size > 1 } OR = { is_in_home_area = yes NOT = { owner = { any_owned_state = { free_building_slots = { building = infrastructure size > 1 } is_in_home_area = yes } } } } } add_building_construction = { type = infrastructure level = 2 instant_build = yes } } } } focus = { id = ah_production_effort_3 icon = GFX_goal_generic_construct_mil_factory prerequisite = { focus = ah_production_effort_2 } x = 0 y = 1 relative_position_id = ah_production_effort_2 cost = 10 search_filters = { FOCUS_FILTER_INDUSTRY } available_if_capitulated = yes 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_controlled_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 = ah_infrastructure_effort_2 icon = GFX_goal_generic_construct_infrastructure prerequisite = { focus = ah_infrastructure_effort } x = 0 y = 1 relative_position_id = ah_infrastructure_effort cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_INDUSTRY } available_if_capitulated = yes 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_controlled_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 = 1 instant_build = yes } } random_owned_controlled_state = { limit = { free_building_slots = { building = infrastructure size > 1 } OR = { is_in_home_area = yes NOT = { owner = { any_owned_state = { free_building_slots = { building = infrastructure size > 1 } is_in_home_area = yes } } } } } add_building_construction = { type = infrastructure level = 2 instant_build = yes } } } } focus = { id = ah_construction_effort_3 icon = GFX_goal_generic_construct_civ_factory prerequisite = { focus = ah_infrastructure_effort } x = 2 y = 1 relative_position_id = ah_infrastructure_effort cost = 10 search_filters = { FOCUS_FILTER_INDUSTRY } available_if_capitulated = yes ai_will_do = { factor = 2 } bypass = { custom_trigger_tooltip = { tooltip = construction_effort_tt all_owned_state = { free_building_slots = { building = industrial_complex size < 2 include_locked = yes } } } } complete_tooltip = { add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } } completion_reward = { random_owned_controlled_state = { limit = { free_building_slots = { building = industrial_complex size > 1 include_locked = yes } OR = { is_in_home_area = yes NOT = { owner = { any_owned_state = { free_building_slots = { building = industrial_complex size > 1 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 = ah_nuclear_effort icon = GFX_focus_wonderweapons prerequisite = { focus = ah_infrastructure_effort_2 } x = -2 y = 1 relative_position_id = ah_infrastructure_effort_2 cost = 10 search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_breakthrough_progress = { specialization = specialization_nuclear value = 0.75 } add_tech_bonus = { name = nuclear_bonus ahead_reduction = 1 # was 2 category = nuclear } } ai_will_do = { factor = 1 modifier = { factor = 0.25 always = yes } } } focus = { id = ah_extra_tech_slot icon = GFX_focus_research prerequisite = { focus = ah_infrastructure_effort_2 } x = 0 y = 1 relative_position_id = ah_infrastructure_effort_2 cost = 10 search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_research_slot = 1 } } focus = { id = ah_extra_tech_slot_2 icon = GFX_focus_research prerequisite = { focus = ah_extra_tech_slot } available = { num_of_factories > 50 } cancel_if_invalid = no continue_if_invalid = yes x = 0 y = 1 relative_position_id = ah_extra_tech_slot cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_research_slot = 1 } } focus = { id = ah_secret_weapons icon = GFX_goal_generic_secret_weapon prerequisite = { focus = ah_infrastructure_effort_2 } x = 2 y = 1 relative_position_id = ah_infrastructure_effort_2 cost = 10 search_filters = { FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { add_ideas = generic_secret_weapons_ns #add_tech_bonus = { # name = secret_bonus # bonus = 0.5 # uses = 4 # category = electronics # category = nuclear # category = rocketry #} } ai_will_do = { factor = 1 modifier = { factor = 0.25 always = yes } } } focus = { id = ah_political_effort icon = GFX_goal_generic_demand_territory x = 19 y = 0 cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes completion_reward = { add_political_power = 120 } } focus = { id = ah_collectivist_ethos icon = GFX_goal_generic_national_unity #icon = GFX_goal_tripartite_pact prerequisite = { focus = ah_political_effort } mutually_exclusive = { focus = ah_liberty_ethos } available = { OR = { has_government = fascism has_government = communism has_government = neutrality } } x = -1 y = 1 relative_position_id = ah_political_effort cost = 10 search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes ai_will_do = { factor = 5 modifier = { factor = 0 OR = { AND = { is_historical_focus_on = yes has_government = neutrality } has_idea = neutrality_idea } } modifier = { factor = 20 has_idea = SOV_russian_political_influence } } completion_reward = { add_timed_idea = { idea = collectivist_ethos_focus days = 1095 } } } focus = { id = ah_nationalism_focus icon = GFX_goal_support_fascism #icon = GFX_goal_tripartite_pact prerequisite = { focus = ah_collectivist_ethos } mutually_exclusive = { focus = ah_internationalism_focus } available = { OR = { has_government = fascism has_government = neutrality } } x = -2 y = 1 relative_position_id = ah_collectivist_ethos cost = 10 search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes ai_will_do = { factor = 5 modifier = { factor = 2 any_neighbor_country = { is_major = yes has_government = fascism } } modifier = { factor = 0 AND = { is_historical_focus_on = yes NOT = { has_government = fascism } } } modifier = { factor = 10 has_idea = SOV_russian_political_influence } } completion_reward = { add_timed_idea = { idea = nationalism days = 720 } } } focus = { id = ah_internationalism_focus icon = GFX_goal_support_communism #icon = GFX_goal_tripartite_pact prerequisite = { focus = ah_collectivist_ethos } mutually_exclusive = { focus = ah_nationalism_focus } available = { if = { limit = { original_tag = CHI } has_government = communism else = { OR = { has_government = communism has_government = neutrality } } } } x = 0 y = 1 relative_position_id = ah_collectivist_ethos cost = 10 search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes ai_will_do = { factor = 5 modifier = { factor = 2 any_neighbor_country = { is_major = yes has_government = communism } } modifier = { factor = 0 AND = { is_historical_focus_on = yes NOT = { has_government = communism } } } } completion_reward = { add_timed_idea = { idea = internationalism days = 720 } } } focus = { id = ah_liberty_ethos icon = GFX_goal_support_democracy prerequisite = { focus = ah_political_effort } mutually_exclusive = { focus = ah_collectivist_ethos } available = { OR = { has_government = democratic has_government = neutrality } } x = 1 y = 1 relative_position_id = ah_political_effort cost = 10 search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes ai_will_do = { factor = 95 modifier = { factor = 0.1 any_neighbor_country = { is_major = yes OR = { has_government = communism has_government = fascism } } NOT = { any_neighbor_country = { is_major = yes has_government = democratic } } } } completion_reward = { add_ideas = liberty_ethos_focus } } focus = { id = ah_militarism icon = GFX_goal_generic_political_pressure prerequisite = { focus = ah_nationalism_focus } x = 0 y = 1 relative_position_id = ah_nationalism_focus cost = 10 search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes completion_reward = { if = { limit = { has_idea = neutrality_idea } remove_ideas = neutrality_idea } add_ideas = militarism_focus army_experience = 20 set_rule = { can_send_volunteers = yes } } } focus = { id = ah_political_correctness icon = GFX_goal_generic_dangerous_deal prerequisite = { focus = ah_internationalism_focus } x = 0 y = 1 relative_position_id = ah_internationalism_focus cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes completion_reward = { if = { limit = { has_idea = neutrality_idea } remove_ideas = neutrality_idea } add_political_power = 200 add_ideas = idea_political_correctness } } focus = { id = ah_neutrality_focus icon = GFX_goal_generic_neutrality_focus prerequisite = { focus = ah_liberty_ethos } mutually_exclusive = { focus = ah_interventionism_focus } x = 0 y = 1 relative_position_id = ah_liberty_ethos cost = 10 search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes ai_will_do = { factor = 1 modifier = { factor = 0 tag = AUS } modifier = { factor = 0 tag = SAU is_in_faction_with = SOV SOV = { has_government = communism } } } completion_reward = { if = { limit = { NOT = { has_idea = neutrality_idea } } add_ideas = neutrality_idea } add_political_power = 150 } } focus = { id = ah_interventionism_focus icon = GFX_goal_generic_political_pressure prerequisite = { focus = ah_liberty_ethos } mutually_exclusive = { focus = ah_neutrality_focus } x = 2 y = 1 relative_position_id = ah_liberty_ethos cost = 10 search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes ai_will_do = { factor = 1 modifier = { factor = 0 has_idea = neutrality_idea } } completion_reward = { if = { limit = { has_idea = neutrality_idea } remove_ideas = neutrality_idea } set_rule = { can_send_volunteers = yes } add_political_power = 150 } } focus = { id = ah_military_youth icon = GFX_goal_generic_more_territorial_claims prerequisite = { focus = ah_militarism } x = 0 y = 1 relative_position_id = ah_militarism cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes completion_reward = { add_ideas = military_youth_focus if = { limit = { has_government = fascism } add_popularity = { ideology = fascism popularity = 0.2 } } if = { limit = { has_government = communism } add_popularity = { ideology = communism popularity = 0.2 } } } } focus = { id = ah_deterrence icon = GFX_goal_generic_defence prerequisite = { focus = ah_neutrality_focus } x = 0 y = 1 relative_position_id = ah_neutrality_focus cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY } available_if_capitulated = yes completion_reward = { add_ideas = deterrence } } focus = { id = ah_volunteer_corps icon = GFX_goal_generic_allies_build_infantry prerequisite = { focus = ah_interventionism_focus } x = 0 y = 1 relative_position_id = ah_interventionism_focus cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes completion_reward = { add_ideas = volunteer_corps_focus } } focus = { id = ah_paramilitarism icon = GFX_goal_generic_military_sphere prerequisite = { focus = ah_military_youth } x = 0 y = 1 relative_position_id = ah_military_youth cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes completion_reward = { add_ideas = paramilitarism_focus } } focus = { id = ah_indoctrination_focus icon = GFX_goal_generic_propaganda prerequisite = { focus = ah_political_correctness } x = 0 y = 1 relative_position_id = ah_political_correctness cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes completion_reward = { add_ideas = indoctrination_focus add_political_power = 150 } } focus = { id = ah_foreign_expeditions icon = GFX_goal_generic_more_territorial_claims prerequisite = { focus = ah_volunteer_corps } x = 0 y = 1 relative_position_id = ah_volunteer_corps cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes completion_reward = { add_ideas = foreign_expeditions_focus } } focus = { id = ah_why_we_fight icon = GFX_goal_generic_propaganda prerequisite = { focus = ah_foreign_expeditions focus = ah_deterrence } available = { OR = { threat > 0.75 has_defensive_war = yes } } continue_if_invalid = yes x = -2 y = 1 relative_position_id = ah_foreign_expeditions cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes completion_reward = { add_ideas = why_we_fight_focus custom_effect_tooltip = why_we_fight_effect hidden_effect = { if = { limit = { NOT = { has_idea = neutrality_idea } } set_rule = { can_create_factions = yes } } } } } focus = { id = ah_political_commissars icon = GFX_goal_generic_forceful_treaty prerequisite = { focus = ah_indoctrination_focus } available = { } x = 0 y = 1 relative_position_id = ah_indoctrination_focus cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes completion_reward = { add_ideas = political_commissars_focus if = { limit = { has_government = fascism } add_popularity = { ideology = fascism popularity = 0.2 } } if = { limit = { has_government = communism } add_popularity = { ideology = communism popularity = 0.2 } } add_political_power = 200 } } focus = { id = ah_ideological_fanaticism icon = GFX_goal_generic_demand_territory prerequisite = { focus = ah_paramilitarism focus = ah_political_commissars } x = 1 y = 1 relative_position_id = ah_paramilitarism cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_POLITICAL } available_if_capitulated = yes completion_reward = { add_ideas = ideological_fanaticism_focus set_rule = { can_create_factions = yes } hidden_effect = { set_rule = { can_use_kamikaze_pilots = yes } } custom_effect_tooltip = kamikaze_focus_tooltip } } focus = { id = ah_technology_sharing icon = GFX_goal_generic_scientific_exchange prerequisite = { focus = ah_ideological_fanaticism focus = ah_why_we_fight } available = { has_war = yes is_in_faction = yes OR = { num_of_factories > 50 any_other_country = { is_in_faction_with = ROOT num_of_factories > 50 } } } x = 2 y = 1 relative_position_id = ah_ideological_fanaticism cost = 10 ai_will_do = { factor = 1 } search_filters = { FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH } available_if_capitulated = yes completion_reward = { if = { limit = { original_research_slots < 3 } add_research_slot = 1 } if = { limit = { original_research_slots > 2 } add_breakthrough_progress = { specialization = specialization_air value = 0.25 } add_breakthrough_progress = { specialization = specialization_nuclear value = 0.25 } add_tech_bonus = { name = electronics_bonus bonus = 1.0 uses = 1 category = electronics } add_tech_bonus = { name = industrial_bonus bonus = 1.0 uses = 1 category = industry } add_tech_bonus = { name = infantry_artillery_bonus #@# bonus = 1.0 uses = 1 category = infantry_weapons category = artillery } } } } }