focus_tree = { id = event_horizon_generic_focus country = { factor = 0 modifier = { add = 1000 # Keep this above 200, otherwise factor = 2 from generic tree will load generic tree instead EH_is_megastate_country = yes } } continuous_focus_position = { x = 5 y = 830 } # Focus Shortcut shortcut = { name = EH_territorial_advantages target = EH_territorial_advantages scroll_wheel_factor = 1 } shortcut = { name = EH_protect_the_homeland target = EH_protect_the_homeland scroll_wheel_factor = 0.90 } shortcut = { name = EH_a_new_resource target = EH_a_new_resource scroll_wheel_factor = 1 } # Focus Section focus = { id = EH_protect_the_homeland icon = army_moto x = 7 y = 0 cost = 8.6 search_filters = { FOCUS_FILTER_MILITARY FOCUS_FILTER_INDUSTRY } available = { NOT = { original_tag = ALN } } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_protect_the_homeland" two_random_arms_factory = yes increase_military_spending = yes increase_policing_budget = yes country_event = EH_focus_event.1 } ai_will_do = { base = 30 modifier = { factor = 0 can_staff_an_arms_industry = no } modifier = { factor = 0 has_active_mission = bankruptcy_incoming_collapse } } } focus = { id = EH_territorial_advantages icon = GEO_Industrialize_the_Countryside x = -7 y = 1 relative_position_id = EH_protect_the_homeland cost = 8.6 prerequisite = { focus = EH_protect_the_homeland } search_filters = { FOCUS_FILTER_MILITARY } available = { has_war_with = ALN } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_territorial_advantages" hidden_effect = { add_dynamic_modifier = { modifier = EH_territorial_defense_idea } } custom_effect_tooltip = EH_territorial_defense_idea_TT custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_territorial_defense_idea } add_to_variable = { EH_terrain_penalty_reduction_var2 = 0.07 tooltip = terrain_penalty_reduction_tt } add_to_variable = { EH_terrain_trait_xp_gain_factor_var2 = 0.1 tooltip = terrain_trait_xp_gain_factor_tt } add_to_variable = { EH_land_bunker_effectiveness_factor_var2 = 0.05 tooltip = land_bunker_effectiveness_factor_tt } add_to_variable = { EH_coastal_bunker_effectiveness_factor_var2 = 0.05 tooltip = coastal_bunker_effectiveness_factor_tt } } ai_will_do = { base = 30 } } focus = { id = EH_cold_acclimatization icon = focus_generic_winter_warfare x = -6 y = 1 relative_position_id = EH_territorial_advantages cost = 8.6 prerequisite = { focus = EH_territorial_advantages } search_filters = { FOCUS_FILTER_MILITARY } available = { OR = { has_terrain = hills has_terrain = mountain } } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_cold_acclimatization" custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_territorial_defense_idea } add_to_variable = { EH_acclimatization_cold_climate_gain_factor_var2 = 0.1 tooltip = acclimatization_cold_climate_gain_factor_tt } add_to_variable = { EH_winter_attrition_factor_var2 = -0.07 tooltip = winter_attrition_factor_tt } add_to_variable = { EH_terrain_penalty_reduction_var2 = 0.06 tooltip = terrain_penalty_reduction_tt } } ai_will_do = { base = 30 } } focus = { id = EH_300 icon = focus_SMB_a_land_of_mountains x = -1 y = 1 relative_position_id = EH_cold_acclimatization cost = 8.6 prerequisite = { focus = EH_cold_acclimatization } search_filters = { FOCUS_FILTER_MILITARY } available = { OR = { has_terrain = hills has_terrain = mountain } } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_300" custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_territorial_defense_idea } add_to_variable = { EH_acclimatization_cold_climate_gain_factor_var2 = 0.07 tooltip = acclimatization_cold_climate_gain_factor_tt } add_to_variable = { EH_winter_attrition_factor_var2 = -0.07 tooltip = winter_attrition_factor_tt } random_unit_leader = { add_coordination = 1 add_trait = { trait = trait_mountaineer } add_trait = { trait = hill_fighter } } hidden_effect = { set_technology = { EH_300_tech = 1 } } } ai_will_do = { base = 30 } } focus = { id = EH_heat_acclimatization icon = focus_PER_desert_training x = -4 y = 1 relative_position_id = EH_territorial_advantages cost = 8.6 prerequisite = { focus = EH_territorial_advantages } search_filters = { FOCUS_FILTER_MILITARY } available = { OR = { has_terrain = desert has_terrain = jungle } } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_heat_acclimatization" army_experience = 25 custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_territorial_defense_idea } add_to_variable = { EH_acclimatization_hot_climate_gain_factor_var2 = 0.1 tooltip = acclimatization_hot_climate_gain_factor_tt } add_to_variable = { EH_heat_attrition_factor_var2 = -0.15 tooltip = heat_attrition_factor_tt } } ai_will_do = { base = 30 } } focus = { id = EH_sandstorms_are_our_allies icon = focus_generic_camel_corps x = -1 y = 1 relative_position_id = EH_heat_acclimatization cost = 8.6 prerequisite = { focus = EH_heat_acclimatization } search_filters = { FOCUS_FILTER_MILITARY } available = { has_terrain = desert } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_sandstorms_are_our_allies" custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_territorial_defense_idea } add_to_variable = { EH_acclimatization_hot_climate_gain_factor_var2 = 0.05 tooltip = acclimatization_hot_climate_gain_factor_tt } add_to_variable = { EH_heat_attrition_factor_var2 = -0.05 tooltip = heat_attrition_factor_tt } random_unit_leader = { add_coordination = 1 add_trait = { trait = desert_fox } } hidden_effect = { set_technology = { EH_sandstorms_are_our_allies_tech = 1 } } } ai_will_do = { base = 30 } } focus = { id = EH_observe_local_fauna icon = mountain_gorilla x = 1 y = 1 relative_position_id = EH_heat_acclimatization cost = 8.6 prerequisite = { focus = EH_heat_acclimatization } search_filters = { FOCUS_FILTER_MILITARY } available = { has_war_with = ALN has_terrain = jungle } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_observe_local_fauna" custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_territorial_defense_idea } add_to_variable = { EH_recon_factor_var2 = 0.07 tooltip = recon_factor_tt } add_to_variable = { EH_coordination_bonus_var2 = 0.07 tooltip = coordination_bonus_tt } random_unit_leader = { add_coordination = 1 add_trait = { trait = jungle_rat } } hidden_effect = { set_technology = { EH_observe_local_fauna_tech = 1 } } } ai_will_do = { base = 30 } } focus = { id = EH_our_weakness_to_their_disadvantage icon = pro-agroculture_policy x = -2 y = 1 relative_position_id = EH_territorial_advantages cost = 8.6 prerequisite = { focus = EH_territorial_advantages } search_filters = { FOCUS_FILTER_MILITARY } available = { has_terrain = plains } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_our_weakness_to_their_disadvantage" custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_territorial_defense_idea } add_to_variable = { EH_army_defence_factor_var2 = 0.04 tooltip = army_defence_factor_tt } hidden_effect = { set_technology = { EH_our_weakness_to_their_disadvantage_tech = 1 } } } ai_will_do = { base = 30 } } focus = { id = EH_electric_traps icon = electric_traps x = 0 y = 1 relative_position_id = EH_territorial_advantages cost = 8.6 prerequisite = { focus = EH_territorial_advantages } search_filters = { FOCUS_FILTER_MILITARY } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_electric_traps" set_country_flag = EH_nation_activated_electric_traps_flag custom_effect_tooltip = EH_electric_traps_TT } ai_will_do = { base = 30 } } focus = { id = EH_transfer_energy_from_civilian_sector icon = national_grid x = -1 y = 1 relative_position_id = EH_electric_traps cost = 8.6 prerequisite = { focus = EH_electric_traps } mutually_exclusive = { focus = EH_invest_in_additional_power_sources } search_filters = { FOCUS_FILTER_MILITARY } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_transfer_energy_from_civilian_sector" custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_territorial_defense_idea } add_to_variable = { EH_pop_energy_use_multiplier_var2 = -0.15 tooltip = pop_energy_use_multiplier_tt } add_to_variable = { EH_stability_factor_var2 = -0.05 tooltip = stability_factor_tt } add_to_variable = { EH_population_tax_income_multiplier_modifier_var2 = -0.1 tooltip = population_tax_income_multiplier_modifier_tt } add_to_variable = { EH_corporate_tax_income_multiplier_modifier_var2 = -0.05 tooltip = corporate_tax_income_multiplier_modifier_tt } } ai_will_do = { base = 30 } } focus = { id = EH_invest_in_additional_power_sources icon = BRA_renewable_energy_funds x = 1 y = 1 relative_position_id = EH_electric_traps cost = 8.6 prerequisite = { focus = EH_electric_traps } mutually_exclusive = { focus = EH_transfer_energy_from_civilian_sector } search_filters = { FOCUS_FILTER_MILITARY } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_invest_in_additional_power_sources" if = { limit = { has_tech = reactor1 } one_random_nuclear_reactor = yes } else = { two_random_fossil_fuel_powerplant = yes } } ai_will_do = { base = 30 modifier = { factor = 0 has_active_mission = bankruptcy_incoming_collapse } } } focus = { id = EH_reduce_energy_loss icon = hydroelectric2 x = -1 y = 1 relative_position_id = EH_invest_in_additional_power_sources cost = 8.6 prerequisite = { focus = EH_transfer_energy_from_civilian_sector focus = EH_invest_in_additional_power_sources } search_filters = { FOCUS_FILTER_MILITARY } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_reduce_energy_loss" custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_territorial_defense_idea } add_to_variable = { EH_energy_use_multiplier_var2 = -0.1 tooltip = energy_use_multiplier_tt } add_to_variable = { EH_energy_gain_multiplier_var2 = 0.1 tooltip = energy_gain_multiplier_tt } } ai_will_do = { base = 30 } } focus = { id = EH_nation_remains_untouched icon = BRA_public_housing_programs x = -4 y = 1 relative_position_id = EH_protect_the_homeland cost = 8.6 prerequisite = { focus = EH_protect_the_homeland } mutually_exclusive = { focus = EH_put_away_internal_problems } search_filters = { FOCUS_FILTER_MILITARY } available = { has_war_with = ALN surrender_progress < 0.15 custom_trigger_tooltip = { tooltip = EH_invasion_lasted_half_a_year_TT NOT = { has_country_flag = EH_invastion_spreads_out_flag } } } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_nation_remains_untouched" add_political_power = 100 add_stability = 0.06 add_war_support = 0.03 set_temp_variable = { arg_popularity = 0.08 } add_ruling_outlook_popularity = yes newline = yes custom_effect_tooltip = EH_controlled_situation_idea_TT custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_controlled_situation_idea } add_to_variable = { EH_production_factory_efficiency_gain_factor_var = 0.05 tooltip = production_factory_efficiency_gain_factor_tt } add_to_variable = { EH_production_factory_max_efficiency_factor_var = 0.05 tooltip = production_factory_max_efficiency_factor_tt } add_to_variable = { EH_production_speed_arms_factory_var = 0.04 tooltip = production_speed_arms_factory_factor_tt } add_to_variable = { EH_production_speed_industrial_complex_var = 0.12 tooltip = production_speed_industrial_complex_factor_tt } add_to_variable = { EH_expected_mil_var = -1 tooltip = expected_mil_modifier_tt } hidden_effect = { add_dynamic_modifier = { modifier = EH_controlled_situation_idea } } } ai_will_do = { base = 30 } } focus = { id = EH_put_away_internal_problems icon = army_tank_industry x = -2 y = 1 relative_position_id = EH_protect_the_homeland cost = 8.6 prerequisite = { focus = EH_protect_the_homeland } mutually_exclusive = { focus = EH_nation_remains_untouched } search_filters = { FOCUS_FILTER_MILITARY } available = { has_war_with = ALN } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_put_away_internal_problems" set_temp_variable = { arg_popularity = -0.08 } add_ruling_outlook_popularity = yes set_temp_variable = { party_index = 22 } set_temp_variable = { party_popularity_increase = 0.15 } set_temp_variable = { temp_outlook_increase = 0.075 } change_relative_party_popularity = yes add_stability = -0.04 add_war_support = 0.05 newline = yes custom_effect_tooltip = EH_the_country_of_war_idea_TT custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_the_country_of_war_idea } add_to_variable = { EH_recruitable_population_var = 0.03 tooltip = recruitable_population_tt } add_to_variable = { EH_production_speed_arms_factory_var = 0.1 tooltip = production_speed_arms_factory_factor_tt } add_to_variable = { EH_production_speed_industrial_complex_var = -0.1 tooltip = production_speed_industrial_complex_factor_tt } add_to_variable = { EH_expected_mil_var = 2 tooltip = expected_mil_modifier_tt } custom_effect_tooltip = EH_defence_decrease_blocked_while_at_war_with_ALN_TT newline = yes increase_military_spending = yes clr_country_flag = defence_decrease_blocked set_country_flag = defence_decrease_blocked increase_policing_budget = yes decrease_social_spending = yes decrease_healthcare_budget = yes hidden_effect = { add_dynamic_modifier = { modifier = EH_the_country_of_war_idea } } } ai_will_do = { base = 30 } } focus = { id = EH_minimal_military_focus icon = army_reform x = -2 y = 1 relative_position_id = EH_put_away_internal_problems cost = 8.6 prerequisite = { focus = EH_nation_remains_untouched focus = EH_put_away_internal_problems } mutually_exclusive = { focus = EH_high_military_focus } search_filters = { FOCUS_FILTER_MILITARY } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_minimal_military_focus" custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_controlled_situation_idea } add_to_variable = { EH_production_speed_buildings_factor_var = 0.08 tooltip = production_speed_buildings_factor_tt } add_to_variable = { EH_research_speed_factor_var = 0.06 tooltip = research_speed_factor_tt } add_to_variable = { EH_stability_factor_var = 0.03 tooltip = stability_factor_tt } } ai_will_do = { base = 30 } } focus = { id = EH_high_military_focus icon = explosion_with_badass_tank x = 0 y = 1 relative_position_id = EH_put_away_internal_problems cost = 8.6 prerequisite = { focus = EH_nation_remains_untouched focus = EH_put_away_internal_problems } mutually_exclusive = { focus = EH_minimal_military_focus } search_filters = { FOCUS_FILTER_MILITARY } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_high_military_focus" custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_the_country_of_war_idea } add_to_variable = { EH_equipment_cost_multiplier_modifier_var = 0.05 tooltip = equipment_cost_multiplier_modifier_tt } add_to_variable = { EH_health_cost_multiplier_modifier_var = -0.04 tooltip = health_cost_multiplier_modifier_tt } add_to_variable = { EH_social_cost_multiplier_modifier_var = -0.04 tooltip = social_cost_multiplier_modifier_tt } add_to_variable = { EH_war_support_factor_var = 0.04 tooltip = war_support_factor_tt } add_to_variable = { EH_stability_factor_var = -0.03 tooltip = stability_factor_tt } add_to_variable = { EH_industrial_capacity_factory_var = 0.05 tooltip = industrial_capacity_factory_tt } add_to_variable = { EH_industrial_capacity_dockyard_var = 0.05 tooltip = industrial_capacity_dockyard_tt } } ai_will_do = { base = 30 } } focus = { id = EH_lower_conscription icon = army_recruting x = -2 y = 1 relative_position_id = EH_high_military_focus cost = 8.6 prerequisite = { focus = EH_minimal_military_focus focus = EH_high_military_focus } mutually_exclusive = { focus = EH_extended_conscription } search_filters = { FOCUS_FILTER_MILITARY } available = { has_completed_focus = EH_nation_remains_untouched } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_lower_conscription" custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_controlled_situation_idea } add_to_variable = { EH_training_time_factor_var = 0.06 tooltip = training_time_factor_tt } add_to_variable = { EH_conscription_factor_var = -0.05 tooltip = conscription_factor_tt } add_to_variable = { EH_monthly_population_var = 0.02 tooltip = monthly_population_tt } add_to_variable = { EH_productivity_growth_modifier_var = 0.08 tooltip = productivity_growth_modifier_tt } add_to_variable = { EH_stability_factor_var = 0.04 tooltip = stability_factor_tt } } ai_will_do = { base = 30 } } focus = { id = EH_extended_conscription icon = army_marching x = 0 y = 1 relative_position_id = EH_high_military_focus cost = 8.6 prerequisite = { focus = EH_minimal_military_focus focus = EH_high_military_focus } mutually_exclusive = { focus = EH_lower_conscription } search_filters = { FOCUS_FILTER_MILITARY } available = { has_completed_focus = EH_put_away_internal_problems } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_extended_conscription" custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_the_country_of_war_idea } add_to_variable = { EH_training_time_factor_var = -0.06 tooltip = training_time_factor_tt } add_to_variable = { EH_conscription_factor_var = 0.07 tooltip = conscription_factor_tt } add_to_variable = { EH_monthly_population_var = -0.02 tooltip = monthly_population_tt } add_to_variable = { EH_war_support_factor_var = 0.04 tooltip = war_support_factor_tt } add_to_variable = { EH_stability_factor_var = -0.03 tooltip = stability_factor_tt } add_to_variable = { EH_expected_mil_var = 1 tooltip = expected_mil_modifier_tt } add_to_variable = { EH_equipment_cost_multiplier_modifier_var = 0.1 tooltip = equipment_cost_multiplier_modifier_tt } } ai_will_do = { base = 30 } } focus = { id = EH_prioritize_corporations icon = crane_and_tower x = -2 y = 1 relative_position_id = EH_extended_conscription cost = 8.6 prerequisite = { focus = EH_lower_conscription focus = EH_extended_conscription } mutually_exclusive = { focus = EH_prioritize_military_companies } search_filters = { FOCUS_FILTER_MILITARY FOCUS_FILTER_INDUSTRY } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_prioritize_corporations" two_office_construction = yes three_random_industrial_complex = yes custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_controlled_situation_idea } add_to_variable = { EH_corporate_tax_income_multiplier_modifier_var = 0.06 tooltip = corporate_tax_income_multiplier_modifier_tt } add_to_variable = { EH_expected_welfare_modifier_var = 1 tooltip = expected_welfare_modifier_tt } add_to_variable = { EH_production_speed_industrial_complex_var = 0.12 tooltip = production_speed_industrial_complex_factor_tt } add_to_variable = { EH_stability_factor_var = 0.05 tooltip = stability_factor_tt } add_to_variable = { EH_interest_rate_multiplier_modifier_var = -2 tooltip = interest_rate_multiplier_modifier_tt } } ai_will_do = { base = 30 modifier = { factor = 0 can_staff_an_industrial_complex = no } modifier = { factor = 0 can_staff_an_offices = no } modifier = { factor = 0 has_active_mission = bankruptcy_incoming_collapse } } } focus = { id = EH_prioritize_military_companies icon = focus_generic_reorient_production x = 0 y = 1 relative_position_id = EH_extended_conscription cost = 8.6 prerequisite = { focus = EH_lower_conscription focus = EH_extended_conscription } mutually_exclusive = { focus = EH_prioritize_corporations } search_filters = { FOCUS_FILTER_MILITARY FOCUS_FILTER_INDUSTRY } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_prioritize_military_companies" three_random_arms_factory = yes one_random_synthetic_refinery = yes custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_the_country_of_war_idea } add_to_variable = { EH_military_industrial_organization_research_bonus_var = 0.1 tooltip = military_industrial_organization_research_bonus_tt } add_to_variable = { EH_military_industrial_organization_funds_gain_var = 0.1 tooltip = military_industrial_organization_funds_gain_tt } add_to_variable = { EH_corporate_tax_income_multiplier_modifier_var = -0.08 tooltip = corporate_tax_income_multiplier_modifier_tt } add_to_variable = { EH_production_factory_efficiency_gain_factor_var = 0.06 tooltip = production_factory_efficiency_gain_factor_tt } add_to_variable = { EH_production_factory_max_efficiency_factor_var = 0.06 tooltip = production_factory_max_efficiency_factor_tt } add_to_variable = { EH_equipment_cost_multiplier_modifier_var = 0.10 tooltip = equipment_cost_multiplier_modifier_tt } add_to_variable = { EH_expected_mil_var = 1 tooltip = expected_mil_modifier_tt } add_to_variable = { EH_production_speed_arms_factory_var = 0.08 tooltip = production_speed_arms_factory_factor_tt } add_to_variable = { EH_stability_factor_var = -0.04 tooltip = stability_factor_tt } add_to_variable = { EH_war_support_factor_var = 0.04 tooltip = war_support_factor_tt } } ai_will_do = { base = 30 modifier = { factor = 0 can_staff_an_arms_industry = no } modifier = { factor = 0 has_active_mission = bankruptcy_incoming_collapse } } } focus = { id = EH_a_new_resource icon = randallite_extraction x = 7 y = 0 relative_position_id = EH_protect_the_homeland cost = 8.6 search_filters = { FOCUS_FILTER_MILITARY } available = { NOT = { tag = ALN } custom_trigger_tooltip = { tooltip = EH_randallite_discovery_TT has_country_flag = EH_discovered_randallite_flag } } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_a_new_resource" set_temp_variable = { add_randallite = 6 } EH_add_randallite_effect = yes add_ideas = EH_randallite_extraction_idea hidden_effect = { add_dynamic_modifier = { modifier = EH_randallite_effects_modifier } } newline = yes custom_effect_tooltip = EH_randallite_tab_enabled_idea_TT if = { limit = { num_of_controlled_states > 80 } set_variable_to_random = { var = EH_add_randallite_random min = 5 max = 10 integer = yes } } else_if = { limit = { num_of_controlled_states > 50 } set_variable_to_random = { var = EH_add_randallite_random min = 3 max = 7 integer = yes } } else = { set_variable_to_random = { var = EH_add_randallite_random min = 2 max = 4 integer = yes } } } ai_will_do = { base = 30 } } focus = { id = EH_a_fine_addition_to_my_collection icon = steel_production2 x = -4 y = 1 relative_position_id = EH_a_new_resource cost = 8.6 prerequisite = { focus = EH_a_new_resource } prerequisite = { focus = EH_protect_the_homeland } search_filters = { FOCUS_FILTER_MILITARY FOCUS_FILTER_INDUSTRY } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_a_fine_addition_to_my_collection" set_temp_variable = { add_randallite = 1 } EH_add_randallite_effect = yes one_random_arms_factory = yes custom_effect_tooltip = EH_a_fine_addition_to_my_collection_TT } ai_will_do = { base = 30 modifier = { factor = 0 can_staff_an_arms_industry = no } modifier = { factor = 0 has_active_mission = bankruptcy_incoming_collapse } } } focus = { id = EH_first_hacs_prototype icon = first_gen_hacs x = 0 y = 1 relative_position_id = EH_a_fine_addition_to_my_collection cost = 8.6 prerequisite = { focus = EH_a_fine_addition_to_my_collection } search_filters = { FOCUS_FILTER_MILITARY } available = { has_dynamic_modifier = { modifier = EH_battlefield_adaptation_idea } if = { limit = { has_dlc = "No Step Back" } has_tech = era_tech_2 has_tech = tank_components_tech_3 } else = { has_tech = MBT_4 } } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_first_hacs_prototype" custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_hacs_gen_one_project } add_breakthrough_points = { specialization = specialization_land value = 1 } } ai_will_do = { base = 30 } } focus = { id = EH_new_enemy_new_strategy icon = military_planning x = -1 y = 1 relative_position_id = EH_first_hacs_prototype cost = 8.6 prerequisite = { focus = EH_first_hacs_prototype } search_filters = { FOCUS_FILTER_MILITARY } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_new_enemy_new_strategy" custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_battlefield_adaptation_idea } add_to_variable = { EH_army_strength_factor_var3 = 0.1 tooltip = army_strength_factor_tt } add_to_variable = { EH_training_time_factor_var3 = 0.05 tooltip = training_time_factor_tt } add_to_variable = { EH_planning_speed_var3 = 0.1 tooltip = planning_speed_tt } add_to_variable = { EH_max_planning_factor_var3 = 0.1 tooltip = max_planning_factor_tt } newline = yes custom_effect_tooltip = EH_new_enemy_new_strategy_TT } ai_will_do = { base = 30 } } focus = { id = EH_more_mechs_less_weapons icon = brothers_in_arms x = -2 y = 1 relative_position_id = EH_new_enemy_new_strategy cost = 8.6 prerequisite = { focus = EH_new_enemy_new_strategy } mutually_exclusive = { focus = EH_more_weapons_less_mechs } search_filters = { FOCUS_FILTER_MILITARY } available = { set_temp_variable = { check_randallite = 3 } EH_check_randallite_trigger = yes } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_more_mechs_less_weapons" add_ideas = EH_mechs_are_priority_idea } ai_will_do = { base = 30 } } focus = { id = EH_more_weapons_less_mechs icon = army_more_m16 x = 0 y = 1 relative_position_id = EH_new_enemy_new_strategy cost = 8.6 prerequisite = { focus = EH_new_enemy_new_strategy } mutually_exclusive = { focus = EH_more_mechs_less_weapons } search_filters = { FOCUS_FILTER_MILITARY } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_more_weapons_less_mechs" add_ideas = EH_equipment_is_priority_idea } ai_will_do = { base = 30 } } focus = { id = EH_iron_man icon = defense x = 1 y = 1 relative_position_id = EH_first_hacs_prototype cost = 8.6 prerequisite = { focus = EH_first_hacs_prototype } search_filters = { FOCUS_FILTER_MILITARY } available = { has_equipment = { HACS_equipment > 9 } } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_iron_man" add_ideas = EH_civilian_blueprints_idea add_command_power = 25 add_political_power = 50 army_experience = 50 } ai_will_do = { base = 30 } } focus = { id = EH_second_generation_hacs icon = second_gen_hacs x = 0 y = 1 relative_position_id = EH_iron_man cost = 8.6 prerequisite = { focus = EH_iron_man } search_filters = { FOCUS_FILTER_MILITARY } available = { if = { limit = { has_dlc = "No Step Back" } has_tech = era_tech_3 } else = { has_tech = MBT_4 } } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_second_generation_hacs" custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_hacs_gen_two_project } add_breakthrough_points = { specialization = specialization_land value = 1 } } ai_will_do = { base = 30 } } focus = { id = EH_highly_purified_randallite icon = dowhatyouneedwiththatidk x = -1 y = 1 relative_position_id = EH_second_generation_hacs cost = 8.6 prerequisite = { focus = EH_second_generation_hacs } search_filters = { FOCUS_FILTER_MILITARY } available = { set_temp_variable = { check_randallite = 0 } EH_check_randallite_trigger = yes has_tech = excavation5 if = { limit = { date > 2010.1.1 } has_tech = computing5 } else = { has_tech = computing4 } has_completed_focus = EH_find_new_veins } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_highly_purified_randallite" set_temp_variable = { add_randallite = 3 } EH_add_randallite_effect = yes add_ideas = EH_cleansed_randallite_idea } ai_will_do = { base = 30 } } focus = { id = EH_increase_research_budget icon = focus_generic_university_3 x = 1 y = 1 relative_position_id = EH_second_generation_hacs cost = 8.6 prerequisite = { focus = EH_second_generation_hacs } search_filters = { FOCUS_FILTER_MILITARY } available = { gdp_total_greater_than_1500 = yes } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_increase_research_budget" add_ideas = EH_intensive_research_effort_idea set_variable = { EH_intensive_research_effort_expenditure_multiplier_var = 0.003 } custom_effect_tooltip = EH_increase_research_budget2_TT } ai_will_do = { base = 30 } } focus = { id = EH_third_generation_hacs icon = third_gen_hacs x = 0 y = 1 relative_position_id = EH_increase_research_budget cost = 8.6 prerequisite = { focus = EH_increase_research_budget } search_filters = { FOCUS_FILTER_MILITARY } available = { if = { limit = { has_dlc = "No Step Back" } has_tech = tank_components_tech_4 } else = { has_tech = MBT_5 } } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_third_generation_hacs" custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_hacs_gen_three_project } add_breakthrough_points = { specialization = specialization_land value = 2 } } ai_will_do = { base = 30 } } focus = { id = EH_military_advantages icon = army_upgrade x = -1 y = 1 relative_position_id = EH_a_new_resource cost = 8.6 prerequisite = { focus = EH_a_new_resource } search_filters = { FOCUS_FILTER_MILITARY } available = { set_temp_variable = { check_randallite = 3 } EH_check_randallite_trigger = yes has_completed_focus = EH_disassemble_invader_armor } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_military_advantages" add_tech_bonus = { name = EH_military_advantages bonus = 0.15 uses = 2 category = CAT_inf ahead_reduction = 2.5 } add_tech_bonus = { name = EH_military_advantages bonus = 0.2 uses = 2 category = CAT_armor ahead_reduction = 2.5 } newline = yes custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_battlefield_adaptation_idea } add_to_variable = { EH_army_morale_factor_var3 = 0.1 tooltip = army_morale_factor_tt } add_to_variable = { EH_production_lack_of_resource_penalty_factor_var3 = 0.15 tooltip = production_lack_of_resource_penalty_factor_tt } newline = yes add_ideas = EH_randallite_in_machinery_idea } ai_will_do = { base = 30 } } focus = { id = EH_ranjets icon = escort_fighters x = -1 y = 1 relative_position_id = EH_military_advantages cost = 8.6 prerequisite = { focus = EH_military_advantages } search_filters = { FOCUS_FILTER_MILITARY } available = { set_temp_variable = { check_randallite = 3 } EH_check_randallite_trigger = yes } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_ranjets" add_tech_bonus = { name = EH_ranjets bonus = 0.2 uses = 2 category = CAT_air_eqp ahead_reduction = 2.5 } add_ideas = EH_randallite_aircraft_idea } ai_will_do = { base = 30 } } focus = { id = EH_not_so_heavy_weapons icon = rearmament x = 0 y = 2 relative_position_id = EH_military_advantages cost = 8.6 prerequisite = { focus = EH_military_advantages } search_filters = { FOCUS_FILTER_MILITARY } available = { set_temp_variable = { check_randallite = 1 } EH_check_randallite_trigger = yes } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_not_so_heavy_weapons" add_ideas = EH_lighter_weapons_idea } ai_will_do = { base = 30 } } focus = { id = EH_find_new_veins icon = randallite_mining x = 0 y = 2 relative_position_id = EH_a_new_resource cost = 8.6 prerequisite = { focus = EH_a_new_resource } search_filters = { FOCUS_FILTER_MILITARY } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_find_new_veins" unlock_decision_category_tooltip = EH_find_new_veins_category set_temp_variable = { add_randallite = EH_add_randallite_random } EH_add_randallite_effect = yes custom_effect_tooltip = EH_find_new_veins_TT set_variable = { EH_search_for_randallite_veins_time_var = 35 } } ai_will_do = { base = 30 } } focus = { id = EH_more_precious_than_gold icon = randallite_over_gold x = 0 y = 2 relative_position_id = EH_find_new_veins cost = 8.6 prerequisite = { focus = EH_find_new_veins } search_filters = { FOCUS_FILTER_MILITARY } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_more_precious_than_gold" set_temp_variable = { add_randallite = 3 } EH_add_randallite_effect = yes set_variable = { EH_search_for_randallite_veins_time_new_var = 10 } subtract_from_variable = { EH_search_for_randallite_veins_time_var = EH_search_for_randallite_veins_time_new_var } newline = yes custom_effect_tooltip = EH_search_for_randallite_decreased_TT newline = yes custom_effect_tooltip = EH_more_precious_than_gold_TT } ai_will_do = { base = 30 } } focus = { id = EH_civilian_benefits icon = economic_civil_industry x = 1 y = 1 relative_position_id = EH_a_new_resource cost = 8.6 prerequisite = { focus = EH_a_new_resource } search_filters = { FOCUS_FILTER_MILITARY FOCUS_FILTER_INDUSTRY } available = { EH_stable_situation_trigger = yes } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_civilian_benefits" two_random_industrial_complex = yes add_ideas = EH_randallite_among_us_idea } ai_will_do = { base = 30 modifier = { factor = 0 can_staff_an_industrial_complex = no } modifier = { factor = 0 has_active_mission = bankruptcy_incoming_collapse } } } focus = { id = EH_a_wonderful_prosthesis icon = economic_sciencer x = 0 y = 2 relative_position_id = EH_civilian_benefits cost = 8.6 prerequisite = { focus = EH_civilian_benefits } search_filters = { FOCUS_FILTER_MILITARY } available = { EH_stable_situation_trigger = yes } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_a_wonderful_prosthesis" add_tech_bonus = { name = EH_a_wonderful_prosthesis bonus = 0.5 uses = 1 category = CAT_computing_tech } add_tech_bonus = { name = EH_a_wonderful_prosthesis bonus = 0.25 uses = 1 category = CAT_ai ahead_reduction = 2.5 } newline = yes increase_healthcare_budget = yes newline = yes add_ideas = EH_age_of_health_idea } ai_will_do = { base = 30 } } focus = { id = EH_market_potential icon = maritime_trade x = 1 y = 1 relative_position_id = EH_civilian_benefits cost = 8.6 prerequisite = { focus = EH_civilian_benefits } search_filters = { FOCUS_FILTER_MILITARY } available = { set_temp_variable = { check_randallite = 1 } EH_check_randallite_trigger = yes EH_stable_situation_trigger = yes } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_market_potential" increase_exports = yes increase_economic_growth = yes add_ideas = EH_export_of_the_randallite_idea set_temp_variable = { treasury_change = 14 } modify_treasury_effect = yes } ai_will_do = { base = 30 } } focus = { id = EH_study_new_enemy icon = study_chimera x = 19 y = 0 cost = 8.6 search_filters = { FOCUS_FILTER_MILITARY } available = { has_war_with = ALN } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_study_new_enemy" hidden_effect = { add_dynamic_modifier = { modifier = EH_battlefield_adaptation_idea } } custom_effect_tooltip = EH_battlefield_adaptation_idea_TT custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_battlefield_adaptation_idea } add_to_variable = { EH_army_attack_factor_var3 = 0.04 tooltip = army_attack_factor_tt } add_to_variable = { EH_army_defence_factor_var3 = 0.04 tooltip = army_defence_factor_tt } newline = yes army_experience = 25 air_experience = 25 if = { limit = { any_controlled_state = { is_coastal = yes } } navy_experience = 25 } } ai_will_do = { base = 30 } } focus = { id = EH_launch_orbital_scans icon = international_space_station x = -1 y = 1 relative_position_id = EH_study_new_enemy cost = 8.6 prerequisite = { focus = EH_study_new_enemy } search_filters = { FOCUS_FILTER_MILITARY } available = { has_war_with = ALN OR = { custom_trigger_tooltip = { tooltip = EH_any_spysat_launched has_SPYSAT1_in_orbit = yes } custom_trigger_tooltip = { tooltip = EH_any_gnss_launched has_GNSS1_in_orbit = yes } } } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_launch_orbital_scans" add_intel = { target = ALN army_intel = 7 airforce_intel = 5 } add_ideas = EH_advanced_intel_idea } ai_will_do = { base = 30 } } focus = { id = EH_find_the_weak_spots icon = hunt_chimera x = 1 y = 1 relative_position_id = EH_study_new_enemy cost = 8.6 prerequisite = { focus = EH_study_new_enemy } search_filters = { FOCUS_FILTER_MILITARY } available = { has_war_with = ALN OR = { has_country_flag = EH_hired_jennifer_doudna_flag has_country_flag = EH_hired_emmanuelle_charpentier_flag } } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_find_the_weak_spots" custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_battlefield_adaptation_idea } add_to_variable = { EH_army_morale_factor_var3 = 0.05 tooltip = army_morale_factor_tt } add_to_variable = { EH_army_strength_factor_var3 = 0.05 tooltip = army_strength_factor_tt } } ai_will_do = { base = 30 } } focus = { id = EH_disassemble_invader_armor icon = secret_weapons x = 0 y = 1 relative_position_id = EH_find_the_weak_spots cost = 8.6 prerequisite = { focus = EH_find_the_weak_spots } search_filters = { FOCUS_FILTER_MILITARY } available = { has_war_with = ALN has_tech = body_armor_3 } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_disassemble_invader_armor" custom_effect_tooltip = { localization_key = modifies_dynamic_modifier_tt MODIFIER = EH_battlefield_adaptation_idea } add_to_variable = { EH_army_morale_factor_var3 = 0.08 tooltip = army_morale_factor_tt } add_to_variable = { EH_research_speed_factor_var3 = 0.05 tooltip = research_speed_factor_tt } add_to_variable = { EH_army_strength_factor_var3 = 0.1 tooltip = army_strength_factor_tt } country_event = EH_focus_event.2 } ai_will_do = { base = 30 } } focus = { id = EH_portals_must_be_the_key icon = portal_glow x = 0 y = 3 relative_position_id = EH_study_new_enemy cost = 8.6 prerequisite = { focus = EH_study_new_enemy } search_filters = { FOCUS_FILTER_MILITARY } available = { has_war_with = ALN alliance_strength_ratio > 0.2 EH_any_controlled_state_1500_to_any_portal = yes } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_portals_must_be_the_key" custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_monitor_portal_energy_emissions_project } newline = yes set_country_flag = EH_research_sites_enabled custom_effect_tooltip = EH_research_sites_enabled_TT set_variable = { EH_research_sites_constructed_var = 3 } EH_calculate_research_sites_effects = yes set_variable = { EH_research_sites_protection_var = 15 } set_variable = { EH_research_sites_prep_time_var = 50 } # Number of scientists for_loop_effect = { end = 5 value = temp add_to_array = { EH_scientists_array = temp } } } ai_will_do = { base = 30 } } focus = { id = EH_investigate_strange_structure icon = susrock x = -1 y = 1 relative_position_id = EH_portals_must_be_the_key cost = 8.6 prerequisite = { focus = EH_portals_must_be_the_key } prerequisite = { focus = EH_launch_orbital_scans } search_filters = { FOCUS_FILTER_MILITARY } available = { has_war_with = ALN EH_any_controlled_state_3100_to_any_portal = yes has_deployed_air_force_size = { size > 99 type = suicide } } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_investigate_strange_structure" unlock_decision_category_tooltip = EH_drone_mission_category set_variable = { EH_selected_drones_var = 100 } custom_effect_tooltip = EH_drone_mission_unlock_TT add_ai_strategy = { type = equipment_variant_production_factor id = small_plane_suicide_airframe value = 100 } } ai_will_do = { base = 30 } } focus = { id = EH_finding_their_vulnerability icon = kill_chimera x = 0 y = 1 relative_position_id = EH_investigate_strange_structure cost = 8.6 prerequisite = { focus = EH_investigate_strange_structure } search_filters = { FOCUS_FILTER_MILITARY } available = { has_war_with = ALN alliance_strength_ratio > 0.3 intel_level_over = { target = ALN army_intel > 0.35 } has_country_flag = EH_doudna_or_charpentier_finished_project_flag } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_finding_their_vulnerability" add_ideas = EH_combined_weapons_idea } ai_will_do = { base = 30 } } focus = { id = EH_but_how_does_this_key_work icon = study_portal x = 1 y = 1 relative_position_id = EH_portals_must_be_the_key cost = 8.6 prerequisite = { focus = EH_portals_must_be_the_key } search_filters = { FOCUS_FILTER_MILITARY } available = { intel_level_over = { target = ALN army_intel > 0.5 } has_war_with = ALN is_special_project_completed = sp:sp_monitor_portal_energy_emissions_project } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_but_how_does_this_key_work" custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_spies_in_hive_project } } ai_will_do = { base = 30 } } focus = { id = EH_project_tesla icon = tesla_weapon x = 0 y = 1 relative_position_id = EH_but_how_does_this_key_work cost = 8.6 prerequisite = { focus = EH_but_how_does_this_key_work } search_filters = { FOCUS_FILTER_MILITARY } available = { has_war_with = ALN EH_any_controlled_state_1000_to_any_portal = yes is_special_project_completed = sp:sp_spies_in_hive_project } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_project_tesla" custom_effect_tooltip = { localization_key = SP_UNLOCK_PROJECT PROJECT = sp_the_tesla_weapon_project } set_variable = { EH_tesla_module_production_speed = 1 } } ai_will_do = { base = 30 } } focus = { id = EH_whole_new_dawn icon = Sao_Paulo_City x = 0 y = 1 relative_position_id = EH_project_tesla cost = 8.6 prerequisite = { focus = EH_project_tesla } search_filters = { FOCUS_FILTER_MILITARY } available = { has_war_with = ALN has_country_flag = EH_tesla_success_flag } bypass = { has_idea = EH_the_last_charge_idea } completion_reward = { log = "[GetDateText]: [Root.GetName]: Focus EH_whole_new_dawn" every_allied_country = { country_event = EH_focus_event.16 } add_ideas = EH_the_last_charge_idea add_war_support = 0.15 add_stability = 0.1 add_command_power = 50 add_to_variable = { EH_tesla_module_production_speed = 1 tooltip = EH_double_tesla_production_speed_TT } } ai_will_do = { base = 30 } } }