focus_tree = { id = generic_focus country = { factor = 1 } default = yes reset_on_civilwar = no focus = { id = army_effort icon = GFX_goal_generic_allies_build_infantry x = 1 y = 0 cost = 10 available_if_capitulated = yes completion_reward = { retire_country_leader = yes army_experience = 5 add_tech_bonus = { name = land_doc_bonus bonus = 0.5 uses = 1 category = land_doctrine } } } focus = { id = equipment_effort icon = GFX_goal_generic_small_arms prerequisite = { focus = army_effort } x = 0 y = 1 cost = 10 available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = infantry_weapons_bonus bonus = 0.5 uses = 1 category = infantry_weapons category = artillery } } } focus = { id = motorization_effort icon = GFX_goal_generic_army_motorized prerequisite = { focus = army_effort } bypass = { has_tech = motorised_infantry } x = 2 y = 1 cost = 10 available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = motorized_bonus bonus = 0.75 technology = motorised_infantry } } } focus = { id = doctrine_effort icon = GFX_goal_generic_army_doctrines prerequisite = { focus = army_effort } x = 1 y = 2 cost = 10 available_if_capitulated = yes completion_reward = { army_experience = 5 add_tech_bonus = { name = land_doc_bonus bonus = 0.5 uses = 1 category = land_doctrine } } } focus = { id = equipment_effort_2 icon = GFX_goal_generic_army_artillery prerequisite = { focus = equipment_effort } x = 0 y = 3 cost = 10 available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = infantry_artillery_bonus bonus = 0.5 uses = 1 category = infantry_weapons category = artillery } } } focus = { id = mechanization_effort icon = GFX_goal_generic_build_tank prerequisite = { focus = motorization_effort } x = 2 y = 3 cost = 10 available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = motorized_bonus ahead_reduction = 0.5 uses = 1 category = motorized_equipment } } } focus = { id = doctrine_effort_2 icon = GFX_goal_generic_army_doctrines prerequisite = { focus = doctrine_effort } x = 1 y = 4 cost = 10 available_if_capitulated = yes completion_reward = { army_experience = 5 add_tech_bonus = { name = land_doc_bonus bonus = 0.5 uses = 1 category = land_doctrine } } } focus = { id = equipment_effort_3 icon = GFX_goal_generic_army_artillery2 prerequisite = { focus = equipment_effort_2 } x = 0 y = 5 cost = 10 available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = infantry_artillery_bonus ahead_reduction = 1 uses = 1 category = infantry_weapons category = artillery } } } focus = { id = armor_effort icon = GFX_goal_generic_army_tanks prerequisite = { focus = mechanization_effort } x = 2 y = 5 cost = 10 available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = armor_bonus bonus = 0.5 uses = 2 category = armor } } } focus = { id = special_forces icon = GFX_goal_generic_special_forces prerequisite = { focus = equipment_effort_3 } prerequisite = { focus = doctrine_effort_2 } prerequisite = { focus = armor_effort } x = 1 y = 6 cost = 10 available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = special_forces_bonus bonus = 0.5 uses = 1 technology = paratroopers technology = paratroopers2 technology = marines technology = marines2 technology = tech_mountaineers technology = tech_mountaineers2 } } } focus = { id = aviation_effort icon = GFX_goal_generic_build_airforce x = 5 y = 0 cost = 10 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_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_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_tech_bonus = { name = air_doc_bonus bonus = 0.5 uses = 1 category = air_doctrine } } } focus = { id = fighter_focus icon = GFX_goal_generic_air_fighter prerequisite = { focus = aviation_effort } mutually_exclusive = { focus = bomber_focus } x = 4 y = 1 cost = 10 available_if_capitulated = yes 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 } } } focus = { id = bomber_focus icon = GFX_goal_generic_air_bomber prerequisite = { focus = aviation_effort } mutually_exclusive = { focus = fighter_focus } x = 6 y = 1 cost = 10 available_if_capitulated = yes 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 } } } focus = { id = aviation_effort_2 icon = GFX_goal_generic_air_doctrine prerequisite = { focus = bomber_focus focus = fighter_focus } x = 5 y = 2 cost = 10 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_tech_bonus = { name = air_doc_bonus bonus = 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_tech_bonus = { name = air_doc_bonus bonus = 0.5 uses = 1 category = air_doctrine } } } focus = { id = CAS_effort icon = GFX_goal_generic_CAS prerequisite = { focus = aviation_effort_2 } prerequisite = { focus = motorization_effort } x = 4 y = 3 cost = 10 available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = CAS_bonus bonus = 0.5 ahead_reduction = 1 uses = 1 category = cas_bomber } } } focus = { id = rocket_effort icon = GFX_focus_rocketry prerequisite = { focus = aviation_effort_2 } prerequisite = { focus = infrastructure_effort } x = 5 y = 4 cost = 10 available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = jet_rocket_bonus ahead_reduction = 0.5 uses = 2 category = rocketry category = jet_technology } } ai_will_do = { factor = 1 modifier = { factor = 0.25 always = yes } } } focus = { id = NAV_effort icon = GFX_goal_generic_air_naval_bomber prerequisite = { focus = aviation_effort_2 } prerequisite = { focus = flexible_navy } x = 6 y = 3 cost = 10 available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = nav_bomber_bonus bonus = 0.5 ahead_reduction = 1 uses = 1 category = naval_bomber } } } focus = { id = naval_effort icon = GFX_goal_generic_construct_naval_dockyard x = 9 y = 0 cost = 10 available_if_capitulated = yes 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_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 = flexible_navy icon = GFX_goal_generic_build_navy prerequisite = { focus = naval_effort } mutually_exclusive = { focus = large_navy } x = 8 y = 1 cost = 10 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 = 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 } } } focus = { id = large_navy icon = GFX_goal_generic_navy_doctrines_tactics prerequisite = { focus = naval_effort } mutually_exclusive = { focus = flexible_navy } x = 10 y = 1 cost = 10 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 = fleet_in_being_bonus bonus = 0.5 uses = 2 category = fleet_in_being_tree } } } focus = { id = submarine_effort icon = GFX_goal_generic_navy_submarine prerequisite = { focus = flexible_navy focus = large_navy } x = 8 y = 2 cost = 10 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 = 0.5 ahead_reduction = 1 uses = 1 technology = early_submarine technology = basic_submarine technology = improved_submarine technology = advanced_submarine } } } focus = { id = cruiser_effort icon = GFX_goal_generic_navy_cruiser prerequisite = { focus = large_navy focus = flexible_navy } x = 10 y = 2 cost = 10 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 = 0.5 ahead_reduction = 1 uses = 1 technology = improved_light_cruiser technology = advanced_light_cruiser technology = improved_heavy_cruiser technology = advanced_heavy_cruiser } } } focus = { id = destroyer_effort icon = GFX_goal_generic_wolf_pack prerequisite = { focus = submarine_effort } x = 8 y = 3 cost = 10 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 = 0.5 ahead_reduction = 1 uses = 1 technology = early_destroyer technology = basic_destroyer technology = improved_destroyer technology = advanced_destroyer } } } focus = { id = capital_ships_effort icon = GFX_goal_generic_navy_battleship prerequisite = { focus = cruiser_effort } x = 10 y = 3 cost = 10 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 = 0.5 ahead_reduction = 1 uses = 1 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 } } } focus = { id = industrial_effort icon = GFX_goal_generic_production x = 13 y = 0 cost = 10 available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = industrial_bonus bonus = 0.5 uses = 1 category = industry } } ai_will_do = { factor = 3 modifier = { factor = 0 date < 1939.1.1 OR = { # we dont want chinese minors to go crazy on slots early since they get eaten tag = GXC tag = YUN tag = SHX tag = XSM tag = BEL tag = LUX tag = HOL tag = DEN # we also dont want tiny nations to go crazy with slots right away num_of_controlled_states < 2 } } } } focus = { id = construction_effort icon = GFX_goal_generic_construct_civ_factory prerequisite = { focus = industrial_effort } x = 12 y = 1 cost = 10 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 = production_effort icon = GFX_goal_generic_construct_mil_factory prerequisite = { focus = industrial_effort } x = 14 y = 1 cost = 10 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 = construction_effort_2 icon = GFX_goal_generic_construct_civ_factory prerequisite = { focus = construction_effort } x = 12 y = 2 cost = 10 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 = production_effort_2 icon = GFX_goal_generic_construct_mil_factory prerequisite = { focus = production_effort } x = 14 y = 2 cost = 10 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 = infrastructure_effort icon = GFX_goal_generic_construct_infrastructure prerequisite = { focus = construction_effort_2 } x = 12 y = 3 cost = 10 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 = production_effort_3 icon = GFX_goal_generic_construct_mil_factory prerequisite = { focus = production_effort_2 } x = 14 y = 3 cost = 10 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 = infrastructure_effort_2 icon = GFX_goal_generic_construct_infrastructure prerequisite = { focus = infrastructure_effort } x = 12 y = 4 cost = 10 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 = construction_effort_3 icon = GFX_goal_generic_construct_civ_factory prerequisite = { focus = infrastructure_effort } x = 14 y = 4 cost = 10 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 = nuclear_effort icon = GFX_focus_wonderweapons prerequisite = { focus = infrastructure_effort_2 } x = 10 y = 5 cost = 10 available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = nuclear_bonus ahead_reduction = 0.5 category = nuclear } } ai_will_do = { factor = 1 modifier = { factor = 0.25 always = yes } } } focus = { id = extra_tech_slot icon = GFX_focus_research prerequisite = { focus = infrastructure_effort_2 } x = 12 y = 5 cost = 10 available_if_capitulated = yes completion_reward = { add_research_slot = 1 } } focus = { id = extra_tech_slot_2 icon = GFX_focus_research prerequisite = { focus = extra_tech_slot } available = { num_of_factories > 50 } cancel_if_invalid = no continue_if_invalid = yes x = 12 y = 6 cost = 10 available_if_capitulated = yes completion_reward = { add_research_slot = 1 } } focus = { id = secret_weapons icon = GFX_goal_generic_secret_weapon prerequisite = { focus = infrastructure_effort_2 } x = 14 y = 5 cost = 10 available_if_capitulated = yes completion_reward = { 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 = political_effort icon = GFX_goal_generic_demand_territory x = 19 y = 0 cost = 10 available_if_capitulated = yes completion_reward = { add_political_power = 120 } } focus = { id = collectivist_ethos icon = GFX_goal_generic_national_unity #icon = GFX_goal_tripartite_pact prerequisite = { focus = political_effort } mutually_exclusive = { focus = liberty_ethos} available = { OR = { has_government = fascism has_government = communism has_government = neutrality } } x = 18 y = 1 cost = 10 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 } } } completion_reward = { add_ideas = collectivist_ethos_focus } } focus = { id = nationalism_focus icon = GFX_goal_support_fascism #icon = GFX_goal_tripartite_pact prerequisite = { focus = collectivist_ethos } mutually_exclusive = { focus = internationalism_focus } available = { OR = { has_government = fascism has_government = neutrality } } x = 16 y = 2 cost = 10 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 } } } } completion_reward = { add_ideas = nationalism } } focus = { id = internationalism_focus icon = GFX_goal_support_communism #icon = GFX_goal_tripartite_pact prerequisite = { focus = collectivist_ethos } mutually_exclusive = { focus = nationalism_focus } available = { if = { limit = { original_tag = CHI } has_government = communism else = { OR = { has_government = communism has_government = neutrality } } } } x = 18 y = 2 cost = 10 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_ideas = internationalism } } focus = { id = liberty_ethos icon = GFX_goal_support_democracy prerequisite = { focus = political_effort } mutually_exclusive = { focus = collectivist_ethos } available = { OR = { has_government = democratic has_government = neutrality } } x = 20 y = 1 cost = 10 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 = militarism icon = GFX_goal_generic_political_pressure prerequisite = { focus = nationalism_focus } x = 16 y = 3 cost = 10 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 = political_correctness icon = GFX_goal_generic_dangerous_deal prerequisite = { focus = internationalism_focus } x = 18 y = 3 cost = 10 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 = neutrality_focus icon = GFX_goal_generic_neutrality_focus prerequisite = { focus = liberty_ethos } mutually_exclusive = { focus = interventionism_focus } x = 20 y = 2 cost = 10 available_if_capitulated = yes completion_reward = { if = { limit = { NOT = { has_idea = neutrality_idea } } add_ideas = neutrality_idea } add_political_power = 150 } } focus = { id = interventionism_focus icon = GFX_goal_generic_political_pressure prerequisite = { focus = liberty_ethos } mutually_exclusive = { focus = neutrality_focus } x = 22 y = 2 cost = 10 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 = military_youth icon = GFX_goal_generic_more_territorial_claims prerequisite = { focus = militarism } x = 16 y = 4 cost = 10 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 = deterrence icon = GFX_goal_generic_defence prerequisite = { focus = neutrality_focus } x = 20 y = 3 cost = 10 available_if_capitulated = yes completion_reward = { add_ideas = deterrence } } focus = { id = volunteer_corps icon = GFX_goal_generic_allies_build_infantry prerequisite = { focus = interventionism_focus } x = 22 y = 3 cost = 10 available_if_capitulated = yes completion_reward = { add_ideas = volunteer_corps_focus } } focus = { id = paramilitarism icon = GFX_goal_generic_military_sphere prerequisite = { focus = military_youth } x = 16 y = 5 cost = 10 available_if_capitulated = yes completion_reward = { add_ideas = paramilitarism_focus } } focus = { id = indoctrination_focus icon = GFX_goal_generic_propaganda prerequisite = { focus = political_correctness } x = 18 y = 4 cost = 10 available_if_capitulated = yes completion_reward = { add_ideas = indoctrination_focus add_political_power = 150 } } focus = { id = foreign_expeditions icon = GFX_goal_generic_more_territorial_claims prerequisite = { focus = volunteer_corps } x = 22 y = 4 cost = 10 available_if_capitulated = yes completion_reward = { add_ideas = foreign_expeditions_focus } } focus = { id = why_we_fight icon = GFX_goal_generic_propaganda prerequisite = { focus = foreign_expeditions focus = deterrence } available = { OR = { threat > 0.75 has_defensive_war = yes } } continue_if_invalid = yes x = 20 y = 5 cost = 10 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 = political_commissars icon = GFX_goal_generic_forceful_treaty prerequisite = { focus = indoctrination_focus } available = { } x = 18 y = 5 cost = 10 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 = ideological_fanaticism icon = GFX_goal_generic_demand_territory prerequisite = { focus = paramilitarism focus = political_commissars } x = 17 y = 6 cost = 10 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 = technology_sharing icon = GFX_goal_generic_scientific_exchange prerequisite = { focus = ideological_fanaticism focus = 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 = 19 y = 7 cost = 10 available_if_capitulated = yes completion_reward = { if = { limit = { original_research_slots < 3 } add_research_slot = 1 } if = { limit = { original_research_slots > 2 } add_tech_bonus = { name = electronics_bonus bonus = 0.5 uses = 1 category = electronics } add_tech_bonus = { name = industrial_bonus bonus = 0.5 uses = 1 category = industry } add_tech_bonus = { name = infantry_weapons_bonus bonus = 0.5 uses = 1 category = infantry_weapons category = artillery } } } } }