focus_tree = { id = italian_focus country = { factor = 0 modifier = { add = 10 tag = ITA } } default = no continuous_focus_position = { x = 50 y = 1100 } focus = { id = ITA_ethiopian_war_logistics icon = GFX_goal_generic_position_armies x = 0 y = 0 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes bypass = { 550 = { NOT = { is_owned_and_controlled_by = ITA } } # Need province based trigger for this to work #550 = { # NOT = { # free_building_slots = { # building = infrastructure # size > 1 # } # } # NOT = { # free_building_slots = { # building = naval_base # size > 2 # } # } #} 559 = { NOT = { is_owned_and_controlled_by = ITA } } # Need province based trigger for this to work #559 = { # NOT = { # free_building_slots = { # building = infrastructure # size > 2 # } # } # NOT = { # free_building_slots = { # building = naval_base # size > 3 # } # } #} } completion_reward = { if = { limit = { 550 = { is_owned_and_controlled_by = ITA } } 550 = { add_building_construction = { type = infrastructure level = 2 instant_build = yes } } 550 = { add_building_construction = { type = naval_base level = 3 province = 12766 instant_build = yes } } } if = { limit = { 559 = { is_owned_and_controlled_by = ITA } } 559 = { add_building_construction = { type = infrastructure level = 3 instant_build = yes } } 559 = { add_building_construction = { type = naval_base level = 4 province = 12991 instant_build = yes } } } } } focus = { id = ITA_industrial_effort icon = GFX_goal_generic_construct_civ_factory text = industrial_effort prerequisite = { focus = ITA_ethiopian_war_logistics } x = 0 y = 1 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes bypass = { custom_trigger_tooltip = { tooltip = construction_effort_tt NOT = { any_owned_state = { is_controlled_by = ROOT free_building_slots = { building = industrial_complex size > 2 include_locked = yes } } } } } completion_reward = { random_owned_controlled_state = { limit = { free_building_slots = { building = industrial_complex size > 1 include_locked = yes } is_on_continent = europe } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } } random_owned_controlled_state = { limit = { free_building_slots = { building = industrial_complex size > 1 include_locked = yes } is_on_continent = europe } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } } if = { limit = { NOT = { any_owned_state = { free_building_slots = { building = industrial_complex size > 1 include_locked = yes } is_on_continent = europe } } } random_owned_controlled_state = { limit = { free_building_slots = { building = industrial_complex size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } } random_owned_controlled_state = { limit = { free_building_slots = { building = industrial_complex size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } } } } } focus = { id = ITA_industrial_effort_2 icon = GFX_goal_generic_construct_mil_factory text = industrial_effort_2 prerequisite = { focus = ITA_industrial_effort } x = 0 y = 2 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes bypass = { custom_trigger_tooltip = { tooltip = production_effort_tt NOT = { any_owned_state = { is_controlled_by = ROOT free_building_slots = { building = arms_factory size > 2 include_locked = yes } } } } } completion_reward = { random_owned_controlled_state = { limit = { arms_factory > 0 free_building_slots = { building = arms_factory size > 1 include_locked = yes } is_on_continent = europe } add_extra_state_shared_building_slots = 2 add_building_construction = { type = arms_factory level = 2 instant_build = yes } } random_owned_controlled_state = { limit = { arms_factory > 0 free_building_slots = { building = arms_factory size > 1 include_locked = yes } is_on_continent = europe } add_extra_state_shared_building_slots = 2 add_building_construction = { type = arms_factory level = 2 instant_build = yes } } if = { limit = { NOT = { any_owned_state = { arms_factory > 0 free_building_slots = { building = arms_factory size > 1 include_locked = yes } is_on_continent = europe } } } random_owned_controlled_state = { limit = { arms_factory > 0 free_building_slots = { building = arms_factory size > 1 include_locked = yes } is_on_continent = europe } add_extra_state_shared_building_slots = 2 add_building_construction = { type = arms_factory level = 2 instant_build = yes } } random_owned_controlled_state = { limit = { arms_factory > 0 free_building_slots = { building = arms_factory size > 1 include_locked = yes } is_on_continent = europe } add_extra_state_shared_building_slots = 2 add_building_construction = { type = arms_factory level = 2 instant_build = yes } } } if = { limit = { NOT = { any_owned_state = { free_building_slots = { building = arms_factory size > 1 include_locked = yes } is_on_continent = europe } } } random_owned_controlled_state = { limit = { free_building_slots = { building = arms_factory size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = arms_factory level = 2 instant_build = yes } } random_owned_controlled_state = { limit = { free_building_slots = { building = arms_factory size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = arms_factory level = 2 instant_build = yes } } } } } focus = { id = ITA_fortification_effort icon = GFX_goal_generic_construct_military prerequisite = { focus = ITA_industrial_effort_2 } x = 0 y = 4 cost = 10 ai_will_do = { factor = 1 } completion_reward = { # French border 158 = { custom_effect_tooltip = ITA_fortification_effort_forts hidden_effect = { add_building_construction = { type = bunker level = 3 province = 611 instant_build = yes } add_building_construction = { type = bunker level = 3 province = 6780 instant_build = yes } add_building_construction = { type = bunker level = 3 province = 9738 instant_build = yes } add_building_construction = { type = bunker level = 3 province = 11721 instant_build = yes } add_building_construction = { type = bunker level = 3 province = 11891 instant_build = yes } } } # Dodecanese 164 = { add_building_construction = { type = coastal_bunker level = 3 province = 10007 instant_build = yes } } # Sardinia 114 = { add_building_construction = { type = coastal_bunker level = 3 province = 9863 instant_build = yes } } # Sicily 115 = { add_building_construction = { type = coastal_bunker level = 3 province = 4159 instant_build = yes } } } } focus = { id = ITA_extra_tech_slot icon = GFX_focus_research text = extra_tech_slot prerequisite = { focus = ITA_industrial_effort_2 } x = 1 y = 3 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_research_slot = 1 } } focus = { id = ITA_italian_highways icon = GFX_goal_generic_construct_infrastructure text = ITA_italian_highways prerequisite = { focus = ITA_extra_tech_slot } x = 1 y = 5 cost = 10 ai_will_do = { factor = 1 } completion_reward = { 2 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } 117 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } 156 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } 157 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } 158 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } 159 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } 160 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } 161 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } 162 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } } } focus = { id = ITA_prospect_for_oil icon = GFX_goal_generic_production text = ITA_prospect_for_oil prerequisite = { focus = ITA_italian_highways } available = { ITA = { controls_state = 662 } } x = 1 y = 6 cost = 10 available_if_capitulated = yes ai_will_do = { factor = 1 } completion_reward = { add_resource = { type = oil amount = 8 state = 662 } } } focus = { id = ITA_libyan_refineries icon = GFX_goal_generic_oil_refinery text = ITA_libyan_refineries prerequisite = { focus = ITA_prospect_for_oil } available = { ITA = { controls_state = 450 } } x = 0 y = 7 cost = 10 available_if_capitulated = yes ai_will_do = { factor = 1 } completion_reward = { add_resource = { type = oil amount = 4 state = 450 } 450 = { add_extra_state_shared_building_slots = 2 add_building_construction = { type = synthetic_refinery level = 2 instant_build = yes } } } } focus = { id = ITA_libyan_infrastructure icon = GFX_goal_generic_construct_civilian text = ITA_libyan_infrastructure prerequisite = { focus = ITA_prospect_for_oil } x = 2 y = 7 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { 450 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 3 instant_build = yes } } } 662 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 2 instant_build = yes } } } 449 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } 451 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } 448 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } } } focus = { id = ITA_army_primacy icon = GFX_goal_generic_axis_build_infantry x = 4 y = 0 cost = 10 ai_will_do = { factor = 0.25 } available_if_capitulated = yes completion_reward = { army_experience = 5 random_owned_controlled_state = { limit = { arms_factory > 0 free_building_slots = { building = arms_factory size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = arms_factory level = 1 instant_build = yes } } random_owned_controlled_state = { limit = { arms_factory > 0 free_building_slots = { building = arms_factory size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = arms_factory level = 1 instant_build = yes } } if = { limit = { NOT = { any_owned_state = { arms_factory > 0 free_building_slots = { building = arms_factory size > 0 include_locked = yes } } } } random_owned_controlled_state = { limit = { free_building_slots = { building = arms_factory size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = arms_factory level = 1 instant_build = yes } } random_owned_controlled_state = { limit = { free_building_slots = { building = arms_factory size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = arms_factory level = 1 instant_build = yes } } } add_tech_bonus = { name = land_doc_bonus bonus = 0.5 uses = 2 category = land_doctrine } } } focus = { id = ITA_modernized_artillery icon = GFX_goal_generic_army_artillery2 prerequisite = { focus = ITA_army_primacy } x = 3 y = 1 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = arty_bonus bonus = 0.5 uses = 2 category = artillery } } } focus = { id = ITA_modernized_army icon = GFX_goal_generic_small_arms prerequisite = { focus = ITA_modernized_artillery } prerequisite = { focus = ITA_industrial_effort } x = 3 y = 2 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { army_experience = 5 add_tech_bonus = { name = special_bonus bonus = 0.5 uses = 1 technology = tech_recon technology = tech_recon2 technology = tech_recon3 } add_tech_bonus = { name = land_doc_bonus bonus = 0.5 uses = 2 category = land_doctrine } } } focus = { id = ITA_special_forces icon = GFX_goal_generic_special_forces text = special_forces prerequisite = { focus = ITA_modernized_army } x = 3 y = 4 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { army_experience = 5 add_tech_bonus = { name = special_bonus bonus = 0.5 uses = 1 technology = paratroopers technology = paratroopers2 } add_tech_bonus = { name = special_bonus ahead_reduction = 1 uses = 1 technology = tech_mountaineers2 } } } focus = { id = ITA_armored_effort icon = GFX_goal_generic_army_tanks prerequisite = { focus = ITA_special_forces } x = 3 y = 5 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { army_experience = 5 add_tech_bonus = { name = armor_bonus bonus = 0.5 uses = 2 category = armor } } } focus = { id = ITA_mare_nostrum icon = GFX_goal_generic_build_navy x = 6 y = 0 cost = 10 ai_will_do = { factor = 5 } available_if_capitulated = yes completion_reward = { navy_experience = 50 random_owned_controlled_state = { limit = { dockyard > 0 free_building_slots = { building = dockyard size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } } random_owned_controlled_state = { limit = { dockyard > 0 free_building_slots = { building = dockyard size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } } if = { limit = { NOT = { any_owned_state = { dockyard > 0 free_building_slots = { building = dockyard size > 0 include_locked = yes } } } } random_owned_controlled_state = { limit = { free_building_slots = { building = dockyard size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } } random_owned_controlled_state = { limit = { free_building_slots = { building = dockyard size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } } } add_tech_bonus = { name = naval_doctrine_bonus bonus = 0.5 uses = 2 category = naval_doctrine } } } focus = { id = ITA_air_innovation icon = GFX_goal_generic_build_airforce text = air_innovation prerequisite = { focus = ITA_army_primacy focus = ITA_mare_nostrum } x = 5 y = 1 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { air_experience = 25 add_tech_bonus = { name = fighter_bonus bonus = 0.5 uses = 1 technology = early_fighter technology = fighter1 technology = fighter2 technology = fighter3 technology = jet_fighter1 technology = jet_fighter2 } add_tech_bonus = { name = air_doc_bonus bonus = 0.5 uses = 2 category = air_doctrine } } } focus = { id = ITA_carrier_effort icon = GFX_goal_generic_navy_carrier prerequisite = { focus = ITA_mare_nostrum } x = 7 y = 1 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = cv_bonus bonus = 0.5 uses = 2 technology = early_carrier technology = basic_carrier technology = improved_carrier technology = advanced_carrier } } } focus = { id = ITA_capital_ships icon = GFX_goal_generic_navy_battleship prerequisite = { focus = ITA_mare_nostrum } x = 9 y = 1 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { navy_experience = 25 add_tech_bonus = { name = bb_bonus bonus = 0.5 uses = 2 technology = basic_battleship technology = improved_battleship technology = advanced_battleship technology = heavy_battleship technology = heavy_battleship2 } add_tech_bonus = { name = cr_bonus bonus = 0.5 uses = 2 technology = improved_light_cruiser technology = advanced_light_cruiser technology = improved_heavy_cruiser technology = advanced_heavy_cruiser } } } focus = { id = ITA_bomber_effort icon = GFX_goal_generic_air_bomber prerequisite = { focus = ITA_army_primacy } prerequisite = { focus = ITA_air_innovation } x = 4 y = 3 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = ITA_bomber_effort bonus = 0.5 uses = 1 technology = tactical_bomber2 technology = tactical_bomber3 } add_tech_bonus = { name = ITA_bomber_effort bonus = 0.5 uses = 1 technology = CAS2 technology = CAS3 } } } focus = { id = ITA_naval_air_effort icon = GFX_goal_generic_air_naval_bomber text = naval_air_effort prerequisite = { focus = ITA_air_innovation } prerequisite = { focus = ITA_carrier_effort } x = 6 y = 3 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { air_experience = 25 add_tech_bonus = { name = ITA_naval_air_effort bonus = 0.5 uses = 1 technology = naval_bomber1 technology = naval_bomber2 technology = naval_bomber3 } } } focus = { id = ITA_atlantic_fleet icon = GFX_goal_generic_navy_doctrines_tactics prerequisite = { focus = ITA_carrier_effort } prerequisite = { focus = ITA_capital_ships } x = 8 y = 3 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { navy_experience = 25 add_tech_bonus = { name = ITA_atlantic_fleet bonus = 0.5 uses = 1 category = cv_tech } add_tech_bonus = { name = ITA_atlantic_fleet bonus = 0.5 uses = 1 category = bb_tech } } } focus = { id = ITA_marines_and_landing_craft icon = GFX_goal_generic_amphibious_assault prerequisite = { focus = ITA_atlantic_fleet } x = 8 y = 4 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = ITA_marines_and_landing_craft bonus = 0.5 uses = 1 technology = marines technology = marines2 } add_tech_bonus = { name = ITA_marines_and_landing_craft bonus = 0.5 uses = 1 technology = transport technology = landing_craft technology = tank_landing_craft } } } focus = { id = ITA_air_innovation_2 icon = GFX_goal_generic_build_airforce text = air_innovation_2 prerequisite = { focus = ITA_bomber_effort focus = ITA_naval_air_effort } x = 5 y = 4 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = fighter_bonus bonus = 0.5 uses = 1 technology = early_fighter technology = fighter1 technology = fighter2 technology = fighter3 technology = jet_fighter1 technology = jet_fighter2 } add_tech_bonus = { name = air_doc_bonus bonus = 0.5 uses = 2 category = air_doctrine } } } focus = { id = ITA_jet_engine_effort icon = GFX_focus_rocketry prerequisite = { focus = ITA_air_innovation_2 } x = 5 y = 5 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { # Caproni Campini N.1 add_tech_bonus = { name = ITA_jet_engine_effort bonus = 0.5 uses = 1 technology = jet_engines technology = jet_fighter1 } } } focus = { id = ITA_light_ship_effort icon = GFX_goal_generic_navy_cruiser x = 11 y = 0 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = dd_bonus bonus = 0.5 uses = 1 technology = basic_destroyer technology = improved_destroyer technology = advanced_destroyer } add_tech_bonus = { name = con_def_bonus bonus = 0.5 uses = 1 technology = convoy_sailing technology = convoy_sailing_ti technology = convoy_sailing_bs } } } focus = { id = ITA_escort_effort icon = GFX_goal_generic_navy_anti_submarine prerequisite = { focus = ITA_light_ship_effort } x = 12 y = 1 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = ITA_escort_effort bonus = 0.5 uses = 1 technology = basic_destroyer technology = improved_destroyer technology = advanced_destroyer } add_tech_bonus = { name = ITA_escort_effort bonus = 0.5 uses = 2 technology = convoy_escorts technology = convoy_escorts_bs technology = escort_carriers } } } focus = { id = ITA_submarine_effort icon = GFX_goal_generic_navy_submarine text = submarine_effort prerequisite = { focus = ITA_light_ship_effort } x = 10 y = 2 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = ss_bonus bonus = 0.5 uses = 1 technology = basic_submarine technology = improved_submarine technology = advanced_submarine } add_tech_bonus = { name = sub_op_bonus bonus = 0.5 uses = 2 technology = submarine_operations technology = undersea_blockade technology = convoy_interdiction technology = submarine_offensive } } } focus = { id = ITA_sea_wolves icon = GFX_goal_generic_wolf_pack prerequisite = { focus = ITA_submarine_effort } prerequisite = { focus = ITA_german_millitary_cooperation } x = 9 y = 5 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { navy_experience = 25 add_tech_bonus = { name = ITA_sea_wolves bonus = 0.5 uses = 1 category = ss_tech } add_tech_bonus = { name = ITA_sea_wolves bonus = 0.5 uses = 2 category = submarine_doctrine } } } focus = { id = ITA_victoryinETH icon = GFX_goal_generic_propaganda available = { OR = { owns_state = 271 ETH = { is_puppet_of = ITA } } } available_if_capitulated = yes x = 15 y = 0 cost = 10 ai_will_do = { factor = 1 } completion_reward = { add_national_unity = 0.2 } } focus = { id = ITA_slovenia_dalmatia_claims icon = GFX_goal_generic_demand_territory prerequisite = { focus = ITA_victoryinETH } mutually_exclusive = { focus = ITA_yugoslavia_friend } x = 14 y = 1 cost = 10 ai_will_do = { factor = 1 } bypass = { NOT = { country_exists = YUG } } completion_reward = { add_state_claim = 102 add_state_claim = 103 add_named_threat = { threat = 4 name = ITA_slovenia_dalmatia_claims_threat } YUG = { add_opinion_modifier = { target = ITA modifier = claimed_western_yugoslavia } if = { limit = { ROOT = { has_government = fascism } NOT = { has_government = fascism } NOT = { has_idea_with_trait = fascist_demagogue } fascism < 0.3 } add_popularity = { ideology = fascism popularity = -0.07 } } if = { limit = { ROOT = { has_government = communism } NOT = { has_government = communism } NOT = { has_idea_with_trait = communist_revolutionary } NOT = { has_completed_focus = YUG_recognize_the_soviet_union } communism < 0.3 } add_popularity = { ideology = communism popularity = -0.07 } } if = { limit = { ROOT = { has_government = democratic } NOT = { has_government = democratic } NOT = { has_idea_with_trait = democratic_reformer } democratic < 0.3 } add_popularity = { ideology = democratic popularity = -0.07 } } } hidden_effect = { news_event = { hours = 6 id = news.192 } } } } focus = { id = ITA_yugoslavia_friend icon = GFX_goal_generic_improve_relations prerequisite = { focus = ITA_victoryinETH } mutually_exclusive = { focus = ITA_slovenia_dalmatia_claims } x = 16 y = 1 cost = 10 ai_will_do = { factor = 0.25 } available = { country_exists = YUG NOT = { has_war_with = YUG } } completion_reward = { YUG = { add_opinion_modifier = { target = ITA modifier = ita_diplomacy_focus } if = { limit = { ROOT = { has_government = fascism } } add_ideas = fascist_influence } if = { limit = { ROOT = { has_government = democratic } } add_ideas = democratic_influence } if = { limit = { ROOT = { has_government = communism } } add_ideas = communist_influence } country_event = { id = generic.1 } } hidden_effect = { news_event = { id = news.193 } } } } focus = { id = ITA_support_nationalist_spain icon = GFX_goal_generic_military_deal prerequisite = { focus = ITA_victoryinETH } available = { any_other_country = { original_tag = SPR has_government = fascism has_volunteers_amount_from = { tag = ITA count > 1 } } } cancel = { SPR = { has_civil_war = no } } cancel_if_invalid = no x = 20 y = 1 cost = 4.4 ai_will_do = { factor = 1 } completion_reward = { random_other_country = { limit = { original_tag = SPR has_government = fascism } add_opinion_modifier = { target = ITA modifier = ita_supported_spain_civil_war } } } } focus = { id = ITA_demand_balearic_islands icon = GFX_goal_generic_territory_or_war prerequisite = { focus = ITA_support_nationalist_spain } mutually_exclusive = { focus = ITA_spanish_italian_faction } available = { any_other_country = { original_tag = SPR has_government = fascism has_war = no owns_state = 177 } is_puppet = no } cancel = { any_other_country = { original_tag = SPR has_government = fascism has_war_with = ROOT owns_state = 177 } } x = 21 y = 4 cost = 10 ai_will_do = { factor = 1 } completion_reward = { random_other_country = { limit = { owns_state = 177 } country_event = { id = italy.9 } } } } focus = { id = ITA_bulgaria_friend icon = GFX_goal_generic_improve_relations prerequisite = { focus = ITA_slovenia_dalmatia_claims focus = ITA_yugoslavia_friend } x = 14 y = 2 cost = 10 ai_will_do = { factor = 1 } available = { country_exists = BUL NOT = { has_war_with = BUL } } bypass = { NOT = { country_exists = BUL } } completion_reward = { BUL = { add_opinion_modifier = { target = ITA modifier = ita_diplomacy_focus } if = { limit = { ROOT = { has_government = fascism } } add_ideas = fascist_influence } if = { limit = { ROOT = { has_government = democratic } } add_ideas = democratic_influence } if = { limit = { ROOT = { has_government = communism } } add_ideas = communist_influence } country_event = { id = generic.1 } } } } focus = { id = ITA_albania_war_goal icon = GFX_goal_generic_more_territorial_claims prerequisite = { focus = ITA_slovenia_dalmatia_claims focus = ITA_yugoslavia_friend } will_lead_to_war_with = ALB x = 16 y = 2 available = { country_exists = ALB } cost = 10 ai_will_do = { factor = 10 modifier = { factor = 0 date < 1937.1.1 } } completion_reward = { ALB = { country_event = { id = italy.3 } } } } focus = { id = ITA_pact_of_steel icon = GFX_goal_generic_major_alliance prerequisite = { focus = ITA_bulgaria_friend } mutually_exclusive = { focus = ITA_italy_first } available = { has_government = fascism NOT = { has_war_with = GER } GER = { has_government = fascism country_exists = GER } } x = 13 y = 3 cost = 10 ai_will_do = { factor = 10 modifier = { factor = 0.5 ai_irrationality > 20 } modifier = { factor = 0.5 ai_irrationality > 25 } modifier = { factor = 0.1 ai_irrationality > 30 } } completion_reward = { GER = { add_opinion_modifier = { target = ITA modifier = pact_of_steel_opinion } } hidden_effect = { news_event = { hours = 6 id = news.184 } } } } focus = { id = ITA_german_millitary_cooperation icon = GFX_goal_generic_military_deal prerequisite = { focus = ITA_pact_of_steel } available = { NOT = { has_war_with = GER } } x = 10 y = 4 cost = 10 ai_will_do = { factor = 10 } completion_reward = { add_ideas = ITA_german_millitary_cooperation_focus } } focus = { id = ITA_italy_first icon = GFX_goal_support_fascism prerequisite = { focus = ITA_bulgaria_friend } mutually_exclusive = { focus = ITA_pact_of_steel } available = { is_puppet = no NOT = { has_war_with = BUL } NOT = { is_in_faction_with = GER } OR = { owns_state = 44 owns_state = 102 } BUL = { is_in_faction = no is_puppet = no } } cancel = { is_in_faction_with = GER } x = 15 y = 3 cost = 10 ai_will_do = { factor = 2.5 modifier = { factor = 2 ai_irrationality > 20 } modifier = { factor = 2 ai_irrationality > 30 } modifier = { factor = 2 ai_irrationality > 35 } } completion_reward = { add_political_power = 120 set_rule = { can_create_factions = yes } create_faction = "italy_empire_faction" if = { limit = { BUL = { is_ai = yes is_puppet = no } } add_to_faction = BUL BUL = { add_ai_strategy = { type = alliance id = "ITA" value = 200 } } } YUG = { add_opinion_modifier = { target = ITA modifier = ita_diplomacy_focus } # REVISIT Possibly clear old negative modifier if Slovenia and Dalmatia were taken } hidden_effect = { news_event = { hours = 6 id = news.185 } } } } focus = { id = ITA_go_after_france icon = GFX_goal_generic_attack_allies prerequisite = { focus = ITA_italy_first } available = { country_exists = FRA FRA = { OR = { owns_state = 1 owns_state = 735 owns_state = 458 } } } will_lead_to_war_with = FRA x = 17 y = 4 cost = 10 ai_will_do = { factor = 1 modifier = { factor = 1.5 ai_irrationality > 25 } modifier = { factor = 1.5 ai_irrationality > 30 } modifier = { factor = 2 ai_irrationality > 35 } } completion_reward = { create_wargoal = { target = FRA type = take_state_focus generator = { 1 735 458 } } } } focus = { id = ITA_romania_friend icon = GFX_goal_generic_improve_relations prerequisite = { focus = ITA_bulgaria_friend } x = 17 y = 3 cost = 10 ai_will_do = { factor = 1 } available = { country_exists = ROM NOT = { has_war_with = ROM } } bypass = { ROM = { OR = { NOT = { country_exists = ROM } has_capitulated = yes } } } completion_reward = { ROM = { add_opinion_modifier = { target = ITA modifier = ita_diplomacy_focus } if = { limit = { ROOT = { has_government = fascism } } add_ideas = fascist_influence } if = { limit = { ROOT = { has_government = democratic } } add_ideas = democratic_influence } if = { limit = { ROOT = { has_government = communism } } add_ideas = communist_influence } country_event = { id = generic.1 } } } } focus = { id = ITA_german_rd_treaty icon = GFX_goal_generic_scientific_exchange prerequisite = { focus = ITA_pact_of_steel } cancel = { has_war_with = GER } x = 12 y = 4 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { GER = { country_event = { id = italy.5 days = 1 } custom_effect_tooltip = needs_approval } # Actual reward effects added in event if Soviets approve effect_tooltip = { add_tech_bonus = { name = synth_bonus bonus = 0.5 uses = 1 category = synth_resources } # Balance research bonus to 2 techs in armor, also in event add_tech_bonus = { name = armor_bonus bonus = 0.5 uses = 2 category = armor } } } } focus = { id = ITA_secret_weapons icon = GFX_goal_generic_secret_weapon text = secret_weapons prerequisite = { focus = ITA_german_millitary_cooperation } x = 11 y = 5 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = secret_bonus bonus = 0.5 uses = 2 category = electronics category = rocketry category = nuclear } } } focus = { id = ITA_spanish_italian_faction icon = GFX_goal_support_fascism prerequisite = { focus = ITA_italy_first } prerequisite = { focus = ITA_support_nationalist_spain } mutually_exclusive = { focus = ITA_demand_balearic_islands } available = { any_other_country = { original_tag = SPR has_government = fascism has_civil_war = no NOT = { has_war_with = ROOT } OR = { is_in_faction = no is_in_faction_with = ROOT } } FRA = { OR = { NOT = { country_exists = THIS } has_capitulated = yes has_government = fascism } } } bypass = { any_other_country = { original_tag = SPR has_government = fascism is_in_faction_with = ROOT } } x = 19 y = 4 cost = 10 ai_will_do = { factor = 1 } completion_reward = { random_other_country = { limit = { original_tag = SPR has_government = fascism } add_opinion_modifier = { target = ITA modifier = ita_diplomacy_focus } add_ideas = fascist_influence country_event = { id = generic.1 } } } } focus = { id = ITA_portugal_friend icon = GFX_goal_generic_major_alliance prerequisite = { focus = ITA_spanish_italian_faction } x = 19 y = 5 cost = 10 ai_will_do = { factor = 1 } available = { country_exists = POR NOT = { has_war_with = POR } } completion_reward = { POR = { add_opinion_modifier = { target = ITA modifier = ita_diplomacy_focus } if = { limit = { ROOT = { has_government = fascism } } add_ideas = fascist_influence } if = { limit = { ROOT = { has_government = democratic } } add_ideas = democratic_influence } if = { limit = { ROOT = { has_government = communism } } add_ideas = communist_influence } country_event = { id = generic.1 } } } } focus = { id = ITA_greece_war_goal icon = GFX_goal_generic_occupy_states_ongoing_war prerequisite = { focus = ITA_pact_of_steel focus = ITA_italy_first } mutually_exclusive = { focus = ITA_greece_friend } available = { NOT = { is_in_faction_with = GRE } NOT = { has_war_with = GRE } GRE = { NOT = { is_puppet_of = ITA } } country_exists = GRE } will_lead_to_war_with = GRE x = 14 y = 6 cost = 10 ai_will_do = { factor = 10 } completion_reward = { create_wargoal = { type = take_state_focus target = GRE generator = { 47 } # Athens } hidden_effect = { news_event = { hours = 6 id = news.186 } } } } focus = { id = ITA_greece_friend icon = GFX_goal_generic_improve_relations prerequisite = { focus = ITA_italy_first } mutually_exclusive = { focus = ITA_greece_war_goal focus = ITA_turkey_friend } x = 16 y = 6 cost = 10 ai_will_do = { factor = 1 } available = { country_exists = GRE NOT = { has_war_with = GRE } } bypass = { NOT = { country_exists = GRE } } completion_reward = { GRE = { add_opinion_modifier = { target = ITA modifier = ita_diplomacy_focus } if = { limit = { ROOT = { has_government = fascism } } add_ideas = fascist_influence } if = { limit = { ROOT = { has_government = democratic } } add_ideas = democratic_influence } if = { limit = { ROOT = { has_government = communism } } add_ideas = communist_influence } country_event = { id = generic.1 } } hidden_effect = { news_event = { hours = 6 id = news.187 } } } } focus = { id = ITA_claims_on_turkey icon = GFX_goal_generic_demand_territory prerequisite = { focus = ITA_greece_friend } available = { TUR = { owns_state = 342 } } will_lead_to_war_with = TUR x = 16 y = 7 cost = 10 ai_will_do = { factor = 1 } completion_reward = { if = { limit = { is_in_faction_with = GRE TUR = { owns_state = 339 } } GRE = { country_event = greece.4 } } create_wargoal = { target = TUR type = take_state_focus generator = { 342 } } hidden_effect = { news_event = { hours = 6 id = news.189 } } } } focus = { id = ITA_claims_on_france icon = GFX_goal_generic_territory_or_war prerequisite = { focus = ITA_pact_of_steel } available = { is_puppet = no is_in_faction_with = GER GER = { controls_state = 16 GER = { is_faction_leader = yes } } custom_trigger_tooltip = { tooltip = ITA_claims_on_france_tt any_other_country = { original_tag = FRA has_government = fascism owns_state = 735 controls_state = 735 owns_state = 1 controls_state = 1 } } } x = 13 y = 5 cost = 10 ai_will_do = { factor = 1 modifier = { factor = 1.5 ai_irrationality > 25 } modifier = { factor = 1.5 ai_irrationality > 30 } modifier = { factor = 2 ai_irrationality > 35 } } completion_reward = { if = { limit = { any_other_country = { original_tag = FRA has_government = fascism owns_state = 735 } } set_global_flag = ITA_claims_on_france_735 } if = { limit = { any_other_country = { original_tag = FRA has_government = fascism owns_state = 1 } } set_global_flag = ITA_claims_on_france_1 } GER = { country_event = germany.104 } } } focus = { id = ITA_turkey_friend icon = GFX_goal_generic_improve_relations prerequisite = { focus = ITA_italy_first } mutually_exclusive = { focus = ITA_greece_friend } x = 18 y = 6 cost = 10 ai_will_do = { factor = 1 } available = { country_exists = TUR NOT = { has_war_with = TUR } } completion_reward = { TUR = { add_opinion_modifier = { target = ITA modifier = ita_diplomacy_focus } if = { limit = { ROOT = { has_government = fascism } } add_ideas = fascist_influence } if = { limit = { ROOT = { has_government = democratic } } add_ideas = democratic_influence } if = { limit = { ROOT = { has_government = communism } } add_ideas = communist_influence } country_event = { id = generic.1 } } hidden_effect = { news_event = { hours = 6 id = news.188 } } } } focus = { id = ITA_anti_uk_war_goals icon = GFX_goal_generic_major_war prerequisite = { focus = ITA_italy_first } bypass = { OR = { has_war_with = ENG is_in_faction_with = GER NOT = { country_exists = ENG } } } will_lead_to_war_with = ENG x = 15 y = 4 cost = 10 ai_will_do = { factor = 1 modifier = { factor = 1.5 ai_irrationality > 25 } modifier = { factor = 1.5 ai_irrationality > 30 } modifier = { factor = 2 ai_irrationality > 35 } } completion_reward = { create_wargoal = { type = take_state_focus target = ENG generator = { 118 453 116 183 } # Gibraltar, Suez, Malta, Cyprus } } } focus = { id = ITA_japan_friend icon = GFX_goal_molotov_ribbentrop_pact prerequisite = { focus = ITA_anti_uk_war_goals } available = { JAP = { is_in_faction = no country_exists = JAP } } x = 15 y = 5 cost = 10 available_if_capitulated = yes ai_will_do = { factor = 1 } completion_reward = { add_opinion_modifier = { target = ITA modifier = ita_diplomacy_focus } } } }