focus_tree = { id = japan_focus country = { factor = 0 modifier = { add = 10 tag = JAP } } focus = { id = test_the_ussr_focus x = 1 y = 0 cost = 10 icon = GFX_goal_generic_construction2 available = { is_puppet = no OR = { NOT = { country_exists = MAN } MAN = { is_puppet_of = JAP } } } bypass = { NOT = { country_exists = SOV } } ai_will_do = { factor = 10 modifier = { factor = 0 date < 1937.1.1 } } completion_reward = { add_named_threat = { threat = 1 name = soviet.1.t } SOV = { country_event = { id = soviet.1 } } } } focus = { id = southern_expansion_focus icon = GFX_goal_generic_navy_doctrines_tactics prerequisite = { focus = test_the_ussr_focus } mutually_exclusive = { focus = northern_expansion_focus } available = { is_puppet = no OR = { NOT = { is_in_faction_with = ENG } NOT = { is_in_faction_with = HOL } } } bypass = { OR = { AND = { has_war_with = ENG has_war_with = HOL } AND = { NOT = { country_exists = ENG } NOT = { country_exists = HOL } } AND = { ENG = { OR = { is_puppet_of = JAP is_puppet_of = GER } } HOL = { OR = { is_puppet_of = JAP is_puppet_of = GER } } } } } will_lead_to_war_with = ENG will_lead_to_war_with = HOL x = 0 y = 1 cost = 10 ai_will_do = { factor = 10 modifier = { factor = 0 NOT = { ENG = { has_war_with = GER } } } modifier = { factor = 0 JAP_or_friend_controls_big_part_of_CHI_or_peace = no } modifier = { factor = 0 OR = { any_other_country = { has_war_with = ROOT is_major = yes } has_war_with_amount > 1 } } } historical_ai = { JAP_or_friend_controls_big_part_of_CHI_or_peace = yes } completion_reward = { custom_effect_tooltip = southern_expansion_focus_tt if = { limit = { ENG = { exists = yes NOT = { is_in_faction_with = JAP } } } create_wargoal = { type = take_state_focus target = ENG generator = { 336 333 } } } if = { limit = { HOL = { exists = yes NOT = { is_in_faction_with = JAP } } } create_wargoal = { type = take_state_focus target = HOL generator = { 334 672} } } hidden_effect = { news_event = { hours = 6 id = news.208 } } } select_effect = { diplomatic_relation = { country = SOV relation = non_aggression_pact active = yes } } } focus = { id = northern_expansion_focus icon = GFX_goal_generic_army_doctrines prerequisite = { focus = test_the_ussr_focus } mutually_exclusive = { focus = southern_expansion_focus } available = { is_puppet = no country_exists = SOV NOT = { is_in_faction_with = SOV } } will_lead_to_war_with = SOV x = 2 y = 1 cost = 10 ai_will_do = { factor = 2.5 modifier = { factor = 0 NOT = { SOV = { has_war = yes } } } modifier = { factor = 0 OR = { any_other_country = { has_war_with = ROOT is_major = yes } has_war_with_amount > 1 } } modifier = { factor = 0 JAP_or_friend_controls_big_part_of_CHI_or_peace = no } } completion_reward = { create_wargoal = { type = take_state_focus target = SOV generator = { 408 655 560 657 } } hidden_effect = { news_event = { hours = 6 id = news.209 } } } } focus = { id = strike_usa_focus icon = GFX_goal_generic_occupy_states_coastal prerequisite = { focus = southern_expansion_focus } available = { country_exists = USA NOT = { is_in_faction_with = USA } } will_lead_to_war_with = USA x = 0 y = 2 cost = 10 historical_ai = { date > 1941.10.1 } ai_will_do = { factor = 10 modifier = { factor = 0 date < 1941.10.1 } modifier = { factor = 0 JAP_or_friend_controls_big_part_of_CHI_or_peace = no } modifier = { factor = 0 OR = { any_other_country = { has_war_with = ROOT is_major = yes } has_war_with_amount > 1 AND = { has_war = yes is_in_faction = no } } } } historical_ai = { JAP_or_friend_controls_big_part_of_CHI_or_peace = yes } completion_reward = { create_wargoal = { type = take_state_focus target = USA generator = { 629 } } add_timed_idea = { idea = for_the_emperor_idea days = 100 } } } focus = { id = test_the_chinese_focus icon = GFX_goal_generic_political_pressure available = { is_puppet = no } bypass = { 608 = { NOT = { is_controlled_by = CHI is_controlled_by = PRC is_controlled_by = SHX } } 597 = { NOT = { is_controlled_by = CHI is_controlled_by = PRC is_controlled_by = SHX } } 614 = { NOT = { is_controlled_by = CHI is_controlled_by = PRC is_controlled_by = SHX } } } x = 5 y = 0 cost = 10 will_lead_to_war_with = CHI ai_will_do = { factor = 10 modifier = { factor = 0 date < 1937.1.1 } } completion_reward = { if = { limit = { CHI = { #if CHI owns one of these states, they get the event OR = { controls_state = 608 controls_state = 597 controls_state = 614 } } } CHI = { country_event = china.1 } } if = { limit = { PRC = { #only fires the event for PRC if they control ALL of the states (to ensure that only one of them gets it, to avoid issues when one selects to turn over the states and the other doesn't) AND = { controls_state = 608 controls_state = 597 controls_state = 614 } } } PRC = { country_event = china.1 } } if = { limit = { SHX = { #only fires the event for SHX if they control ALL of the states (to ensure that only one of them gets it, to avoid issues when one selects to turn over the states and the other doesn't) AND = { controls_state = 608 controls_state = 597 controls_state = 614 } } } SHX = { country_event = china.1 } } add_named_threat = { threat = 1 name = test_the_chinese_focus } } } focus = { id = chinese_puppet_focus icon = GFX_goal_generic_military_deal prerequisite = { focus = test_the_chinese_focus } mutually_exclusive = { focus = chinese_war_focus } available = { is_puppet = no NOT = { has_war_with = CHI } } bypass = { CHI = { is_puppet_of = JAP } } x = 4 y = 1 cost = 10 ai_will_do = { factor = 2.5 } completion_reward = { CHI = { country_event = japan.16 } } } focus = { id = chinese_war_focus icon = GFX_goal_generic_major_war prerequisite = { focus = test_the_chinese_focus } mutually_exclusive = { focus = chinese_puppet_focus } available = { NOT = { CHI = { is_puppet_of = JAP } } } bypass = { OR = { has_war_with = CHI NOT = { country_exists = CHI } } } will_lead_to_war_with = CHI will_lead_to_war_with = PRC will_lead_to_war_with = SHX x = 6 y = 1 cost = 10 ai_will_do = { factor = 10 modifier = { factor = 0 OR = { any_other_country = { has_war_with = ROOT is_major = yes } has_war_with_amount > 2 } } } completion_reward = { create_wargoal = { type = take_state_focus target = CHI generator = { 608 } } create_wargoal = { type = annex_everything target = SHX } hidden_effect ={ news_event = { hours = 6 id = news.231 } } } } focus = { id = subdue_warlords_focus prerequisite = { focus = chinese_puppet_focus focus = chinese_war_focus } available = { NOT = { has_war_with = CHI } OR = { CHI = { exists = no } CHI = { is_puppet_of = JAP } } OR = { country_exists = PRC country_exists = SHX country_exists = GXC country_exists = XSM country_exists = YUN } } will_lead_to_war_with = PRC will_lead_to_war_with = SHX will_lead_to_war_with = GXC will_lead_to_war_with = XSM will_lead_to_war_with = YUN x = 3 y = 2 cost = 10 icon = GFX_goal_generic_occupy_states_ongoing_war ai_will_do = { factor = 1 modifier = { factor = 0 OR = { any_other_country = { has_war_with = ROOT is_major = yes } has_war_with_amount > 2 } } } completion_reward = { if = { limit = { country_exists = PRC } create_wargoal = { type = take_state_focus target = PRC generator = owned_states } } if = { limit = { country_exists = SHX } create_wargoal = { type = take_state_focus target = SHX generator = owned_states } } if = { limit = { country_exists = GXC } create_wargoal = { type = take_state_focus target = GXC generator = owned_states } } if = { limit = { country_exists = XSM } create_wargoal = { type = take_state_focus target = XSM generator = owned_states } } if = { limit = { country_exists = YUN } create_wargoal = { type = take_state_focus target = YUN generator = owned_states } } } } focus = { id = oust_germans_focus prerequisite = { focus = chinese_war_focus focus = chinese_puppet_focus} x = 5 y = 2 cost = 10 icon = GFX_goal_generic_dangerous_deal ai_will_do = { factor = 10 } bypass = { OR = { NOT = { country_exists = CHI } CHI = { is_puppet_of = ROOT } } } completion_reward = { GER = { country_event = germany.24 custom_effect_tooltip = needs_approval effect_tooltip = { CHI = { remove_ideas = german_advisors show_ideas_tooltip = german_advisors } } } } } focus = { id = found_own_faction_focus available = { is_in_faction = no is_puppet = no } prerequisite = { focus = oust_germans_focus } mutually_exclusive = { focus = axis_leanings_focus } x = 4 y = 3 cost = 10 icon = GFX_goal_generic_major_alliance ai_will_do = { factor = 2.5 modifier = { factor = 0 NOT = { has_war_with = ENG } } modifier = { factor = 2 ai_irrationality > 20 } } completion_reward = { set_rule = { can_create_factions = yes } if = { limit = { is_in_faction = no } create_faction = "daitoa_kyoeiken" } add_political_power = 150 add_national_unity = 0.05 hidden_effect = { news_event = { hours = 6 id = news.211} } } } focus = { id = axis_leanings_focus prerequisite = { focus = oust_germans_focus} mutually_exclusive = { focus = found_own_faction_focus } available = { country_exists = GER GER = { is_faction_leader = yes } } x = 6 y = 3 cost = 10 icon = GFX_goal_molotov_ribbentrop_pact ai_will_do = { factor = 10 modifier = { factor = 0 NOT = { has_war_with = ENG } } modifier = { is_in_faction = yes factor = 0 } modifier = { factor = 0.5 ai_irrationality > 20 } modifier = { factor = 0.5 ai_irrationality > 25 } } completion_reward = { add_opinion_modifier = { target = GER modifier = axis_leanings_focus } GER = { add_opinion_modifier = { target = JAP modifier = axis_leanings_focus } } hidden_effect = { news_event = { hours = 6 id = news.212 } } } } focus = { id = demand_indochina_focus prerequisite = { focus = found_own_faction_focus focus = axis_leanings_focus } available = { 16 = { NOT = { is_controlled_by = FRA } } is_puppet = no } bypass = { custom_trigger_tooltip = { tooltip = demand_indochina_focus_tt OR = { has_war_with = FRA is_in_faction_with = FRA AND = { NOT = { 286 = { is_owned_by = FRA } } NOT = { 670 = { is_owned_by = FRA } } NOT = { 671 = { is_owned_by = FRA } } } } } } x = 5 y = 4 cost = 10 icon = GFX_goal_generic_more_territorial_claims ai_will_do = { factor = 5 modifier = { factor = 0 FRA = { has_war = no } } modifier = { factor = 3 FRA = { has_war = yes } 16 = { NOT = { is_controlled_by = FRA } } #Paris OR ={ strength_ratio = { tag = FRA ratio > 0.9 } } } } completion_reward = { FRA = { country_event = { id = france.1 } } } } focus = { id = siamese_puppet_focus prerequisite = { focus = demand_indochina_focus } mutually_exclusive = { focus = befriend_siam_focus } available = { is_puppet = no country_exists = SIA NOT = { has_non_aggression_pact_with = SIA } SIA = { NOT = { OR = { is_puppet = yes has_capitulated = yes } } } } x = 6 y = 5 cost = 10 icon = GFX_goal_tripartite_pact ai_will_do = { factor = 10 } completion_reward = { country_event = japan.11 } } focus = { id = subvert_india_focus prerequisite = { focus = found_own_faction_focus focus = axis_leanings_focus } available = { OR = { AND = { RAJ = { is_subject_of = ENG } has_war_with = ENG } AND = { RAJ = { is_subject = no } has_war_with = RAJ } } NOT = { RAJ = { has_government = fascism } } OR = { controls_state = 336 any_other_country = { is_in_faction_with = JAP controls_state = 336 } } OR = { is_neighbor_of = RAJ any_other_country = { is_in_faction_with = JAP is_neighbor_of = RAJ } } } x = 3 y = 4 cost = 10 icon = GFX_goal_generic_military_sphere ai_will_do = { factor = 10 } completion_reward = { country_event = japan.15 } } focus = { id = jap_improved_sprit_focus prerequisite = { focus = found_own_faction_focus focus = axis_leanings_focus } available = { has_war = yes } continue_if_invalid = yes x = 1 y = 4 cost = 10 icon = GFX_goal_generic_demand_territory ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_ideas = imperial_glory_idea } } focus = { id = befriend_siam_focus prerequisite = { focus = demand_indochina_focus } mutually_exclusive = { focus = siamese_puppet_focus } available = { country_exists = SIA } x = 4 y = 5 cost = 10 icon = GFX_goal_generic_improve_relations ai_will_do = { factor = 2.5 } available_if_capitulated = yes completion_reward = { add_opinion_modifier = { target = SIA modifier = jap_sia_love } SIA = { add_opinion_modifier = { target = JAP modifier = jap_sia_love } } } } focus = { id = army_primancy_focus x = 9 y = 0 cost = 10 icon = GFX_goal_generic_axis_build_infantry ai_will_do = { factor = 2 } available_if_capitulated = yes bypass = { custom_trigger_tooltip = { tooltip = JAP_army_primancy_focus_bypass_tt NOT = { any_owned_state = { is_in_home_area = yes free_building_slots = { building = arms_factory size > 1 include_locked = yes } } } } } complete_tooltip = { army_experience = 5 random_state = { limit = { has_state_flag = JAP_army_primancy_focus_2AF_1 } add_extra_state_shared_building_slots = 2 add_building_construction = { type = arms_factory level = 2 instant_build = yes } } random_state = { limit = { has_state_flag = JAP_army_primancy_focus_2AF_2 } add_extra_state_shared_building_slots = 2 add_building_construction = { type = arms_factory level = 2 instant_build = yes } } } completion_reward = { army_experience = 5 random_owned_controlled_state = { limit = { is_in_home_area = yes 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 } set_state_flag = JAP_army_primancy_focus_2AF_1 } random_owned_controlled_state = { limit = { is_in_home_area = yes 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 } set_state_flag = JAP_army_primancy_focus_2AF_2 } } } focus = { id = navy_primancy_focus x = 11 y = 0 cost = 10 icon = GFX_goal_generic_build_navy ai_will_do = { factor = 2 } available_if_capitulated = yes bypass = { custom_trigger_tooltip = { tooltip = JAP_navy_primancy_focus_bypass_tt NOT = { any_owned_state = { is_in_home_area = yes free_building_slots = { building = dockyard size > 1 include_locked = yes } } } } } complete_tooltip = { navy_experience = 25 random_state = { limit = { has_state_flag = JAP_navy_primancy_focus_2dockyards_1 } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } } random_state = { limit = { has_state_flag = JAP_navy_primancy_focus_2dockyards_2 } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } } } completion_reward = { navy_experience = 25 random_owned_controlled_state = { limit = { is_in_home_area = yes 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 } set_state_flag = JAP_navy_primancy_focus_2dockyards_1 } random_owned_controlled_state = { limit = { is_in_home_area = yes 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 } set_state_flag = JAP_navy_primancy_focus_2dockyards_2 } } } focus = { id = army_innovations_focus icon = GFX_goal_generic_small_arms prerequisite = { focus = army_primancy_focus } x = 9 y = 1 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { army_experience = 5 add_tech_bonus = { name = land_doc_bonus bonus = 0.5 uses = 2 category = land_doctrine } } } focus = { id = army_air_innovations_focus icon = GFX_goal_generic_air_fighter prerequisite = { focus = army_innovations_focus} x = 8 y = 2 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 category = light_fighter } add_tech_bonus = { name = bomber_bonus bonus = 0.5 uses = 1 category = tactical_bomber } } } focus = { id = army_motorization_focus icon = GFX_goal_generic_army_motorized prerequisite = { focus = army_innovations_focus } x = 10 y = 2 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { army_experience = 5 add_tech_bonus = { name = mech_army_bonus bonus = 0.5 uses = 1 technology = motorised_infantry technology = mechanised_infantry } # mot research bonus/unlock nissan } } focus = { id = air_base_expansion_focus icon = GFX_goal_generic_air_doctrine prerequisite = { focus = army_air_innovations_focus } x = 8 y = 3 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes bypass = { custom_trigger_tooltip = { tooltip = air_focus_bypass_tt all_owned_state = { free_building_slots = { building = air_base size < 2 } } } } complete_tooltip = { every_state = { limit = { has_state_flag = JAP_air_base_expansion_focus_2airbase } add_building_construction = { type = air_base level = 2 instant_build = yes } } every_state = { limit = { has_state_flag = JAP_air_base_expansion_focus_1airbase } add_building_construction = { type = air_base level = 1 instant_build = yes } } } completion_reward = { air_experience = 25 if = { limit = { 282 = { OR = { NOT = { is_owned_and_controlled_by = JAP } AND = { is_owned_and_controlled_by = JAP free_building_slots = { building = air_base size < 2 } } } } } random_owned_controlled_state = { limit = { free_building_slots = { building = air_base size > 1 } } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = JAP_air_base_expansion_focus_2airbase } } #Kanto 282 = { if = { limit = { is_owned_and_controlled_by = JAP free_building_slots = { building = air_base size > 1 } } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = JAP_air_base_expansion_focus_2airbase } } if = { limit = { 633 = { OR = { NOT = { is_owned_and_controlled_by = JAP } AND = { is_owned_and_controlled_by = JAP free_building_slots = { building = air_base size < 1 } } } } } random_owned_controlled_state = { limit = { free_building_slots = { building = air_base size > 0 } } add_building_construction = { type = air_base level = 1 instant_build = yes } set_state_flag = JAP_air_base_expansion_focus_1airbase } } #Marshal Islands 633 = { if = { limit = { is_owned_and_controlled_by = JAP free_building_slots = { building = air_base size > 0 } } add_building_construction = { type = air_base level = 1 instant_build = yes } set_state_flag = JAP_air_base_expansion_focus_1airbase } } if = { limit = { 647 = { OR = { NOT = { is_owned_and_controlled_by = JAP } AND = { is_owned_and_controlled_by = JAP free_building_slots = { building = air_base size < 2 } } } } } random_owned_controlled_state = { limit = { free_building_slots = { building = air_base size > 1 } } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = JAP_air_base_expansion_focus_2airbase } } #Palau 647 = { if = { limit = { is_owned_and_controlled_by = JAP free_building_slots = { building = air_base size > 1 } } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = JAP_air_base_expansion_focus_2airbase } } if = { limit = { 524 = { OR = { NOT = { is_owned_and_controlled_by = JAP } AND = { is_owned_and_controlled_by = JAP free_building_slots = { building = air_base size < 2 } } } } } random_owned_controlled_state = { limit = { free_building_slots = { building = air_base size > 1 } } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = JAP_air_base_expansion_focus_2airbase } } 524 = { if = { limit = { is_owned_and_controlled_by = JAP free_building_slots = { building = air_base size > 1 } } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = JAP_air_base_expansion_focus_2airbase } } if = { limit = { 716 = { OR = { NOT = { is_owned_and_controlled_by = JAP } AND = { is_owned_and_controlled_by = JAP free_building_slots = { building = air_base size < 2 } } } } } random_owned_controlled_state = { limit = { free_building_slots = { building = air_base size > 1 } } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = JAP_air_base_expansion_focus_2airbase } } 716 = { if = { limit = { is_owned_and_controlled_by = JAP free_building_slots = { building = air_base size > 1 } } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = JAP_air_base_expansion_focus_2airbase } } } } focus = { id = armor_innovations_focus icon = GFX_goal_generic_army_tanks prerequisite = { focus = army_motorization_focus } prerequisite = { focus = axis_leanings_focus } x = 10 y = 4 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = land_doc_bonus bonus = 0.5 uses = 1 category = land_doctrine } add_tech_bonus = { name = armor_bonus bonus = 0.5 uses = 1 category = armor } } } focus = { id = naval_innovations_focus icon = GFX_goal_generic_navy_doctrines_tactics prerequisite = { focus = navy_primancy_focus } x = 11 y = 1 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { navy_experience = 50 add_tech_bonus = { name = cr_bonus bonus = 0.5 uses = 1 category = cl_tech } add_tech_bonus = { name = cr_bonus bonus = 0.5 uses = 1 category = ca_tech } #add_tech_bonus = { # name = cv_bonus # bonus = 0.5 # uses = 1 # category = cv_tech #} } } focus = { id = naval_air_innovations_focus icon = GFX_goal_generic_air_naval_bomber prerequisite = { focus = naval_innovations_focus} x = 12 y = 2 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 category = light_fighter } add_tech_bonus = { name = bomber_bonus bonus = 0.5 uses = 1 category = cas_bomber } add_tech_bonus = { name = bomber_bonus bonus = 0.5 uses = 1 category = naval_bomber } } } focus = { id = convoy_protection_focus icon = GFX_goal_generic_navy_cruiser prerequisite = { focus = naval_air_innovations_focus } prerequisite = { focus = advanced_torpedoes_focus } x = 12 y = 4 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = dd_bonus bonus = 0.5 uses = 1 category = dd_tech } add_tech_bonus = { name = ss_bonus bonus = 0.5 uses = 1 category = ss_tech } add_tech_bonus = { name = con_def_bonus bonus = 0.5 uses = 1 category = convoy_defense_tree } } } focus = { id = naval_expansion_focus icon = GFX_goal_generic_construct_naval_dockyard x = 14 y = 0 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes bypass = { custom_trigger_tooltip = { tooltip = JAP_navy_primancy_focus_bypass_tt NOT = { any_owned_state = { is_in_home_area = yes free_building_slots = { building = dockyard size > 1 include_locked = yes } } } } } complete_tooltip = { navy_experience = 25 random_state = { limit = { has_state_flag = JAP_naval_expansion_focus_2dockyards_1 } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } } random_state = { limit = { has_state_flag = JAP_naval_expansion_focus_2dockyards_2 } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } } } completion_reward = { navy_experience = 25 random_owned_controlled_state = { limit = { is_in_home_area = yes 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 } set_state_flag = JAP_naval_expansion_focus_2dockyards_1 } random_owned_controlled_state = { limit = { is_in_home_area = yes 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 } set_state_flag = JAP_naval_expansion_focus_2dockyards_2 } } } focus = { id = advanced_torpedoes_focus icon = GFX_goal_generic_occupy_start_war prerequisite = { focus = naval_expansion_focus } x = 14 y = 2 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { # add_tech_bonus = { # name = dd_bonus # ahead_reduction = 1 # uses = 1 # category = dd_tech # } navy_experience = 25 add_ideas = the_long_lance } } focus = { id = shbb_focus icon = GFX_goal_generic_navy_battleship prerequisite = { focus = advanced_torpedoes_focus } x = 14 y = 3 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 = 1 category = shbb_tech } } } focus = { id = naval_base_focus prerequisite = { focus = shbb_focus } x = 14 y = 4 cost = 10 icon = GFX_goal_generic_occupy_states_coastal ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { navy_experience = 25 528 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = naval_base level = 2 province = 9950 instant_build = yes } } } 633 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = naval_base level = 2 province = 13041 instant_build = yes } } } 684 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = naval_base level = 2 province = 2489 instant_build = yes } } } 648 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = naval_base level = 2 province = 13026 instant_build = yes } } } } } focus = { id = carrier_focus icon = GFX_goal_generic_navy_carrier prerequisite = { focus = shbb_focus } mutually_exclusive = { focus = battleship_focus } x = 16 y = 4 cost = 10 ai_will_do = { factor = 0.25 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = cv_bonus bonus = 0.50 uses = 1 category = cv_tech } } } focus = { id = battleship_focus icon = GFX_goal_generic_navy_battleship prerequisite = { focus = shbb_focus } mutually_exclusive = { focus = carrier_focus } x = 18 y = 4 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = bb_bonus bonus = 0.50 uses = 1 category = bb_tech } } } focus = { id = spiritual_mobilization_focus icon = GFX_goal_generic_propaganda x = 20 y = 0 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_ideas = spiritual_mobilization_idea } } focus = { id = warrior_traditions_focus icon = GFX_goal_generic_army_doctrines prerequisite = { focus = spiritual_mobilization_focus } x = 22 y = 1 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_national_unity = 0.05 add_ideas = warrior_traditions_idea } } focus = { id = divine_wind_focus icon = GFX_goal_generic_air_naval_bomber prerequisite = { focus = warrior_traditions_focus } x = 22 y = 3 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { hidden_effect = { set_rule = { can_use_kamikaze_pilots = yes } } custom_effect_tooltip = kamikaze_focus_tooltip } } focus = { id = imperial_glory_focus icon = GFX_goal_generic_secret_weapon prerequisite = { focus = divine_wind_focus } prerequisite = { focus = secret_weapon_focus} x = 22 y = 5 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { custom_effect_tooltip = imperial_glory_focus_effect hidden_effect = { set_technology = { suicide_craft = 1 } } } } focus = { id = student_movement_focus icon = GFX_goal_generic_national_unity prerequisite = { focus = spiritual_mobilization_focus } x = 20 y = 1 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_ideas = student_mobilization_idea } } focus = { id = extra_tech_focus text = extra_tech_slot prerequisite = { focus = student_movement_focus } #available = { } x = 20 y = 2 cost = 10 icon = GFX_focus_research ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_research_slot = 1 } } focus = { id = synth_oil_focus prerequisite = { focus = extra_tech_focus } prerequisite = { focus = industrial_effort_focus2 } x = 20 y = 3 cost = 10 icon = GFX_goal_generic_oil_refinery ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = synth_bonus bonus = 0.5 uses = 2 category = synth_resources } custom_effect_tooltip = JAP_synth_oil_focus_tt } } focus = { id = secret_weapon_focus icon = GFX_focus_rocketry prerequisite = { focus = synth_oil_focus } x = 20 y = 4 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = dd_bonus bonus = 0.5 uses = 2 category = dd_tech } add_tech_bonus = { name = ss_bonus bonus = 0.5 uses = 2 category = ss_tech } add_tech_bonus = { name = naval_doc_bonus bonus = 0.3 uses = 2 category = naval_doctrine } add_tech_bonus = { name = secret_bonus bonus = 0.5 uses = 2 category = rocketry } } } focus = { id = industrial_effort_focus icon = GFX_goal_generic_consumer_goods prerequisite = { focus = spiritual_mobilization_focus } x = 18 y = 1 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_ideas = imperial_austerity_idea } } focus = { id = industrial_effort_focus2 icon = GFX_goal_generic_construct_civ_factory prerequisite = { focus = industrial_effort_focus } x = 18 y = 2 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes bypass = { custom_trigger_tooltip = { tooltip = construction_effort_tt all_owned_state = { free_building_slots = { building = industrial_complex size < 1 } } } } complete_tooltip = { every_state = { limit = { has_state_flag = JAP_industrial_effort_focus2_1IC } 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 } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = industrial_complex level = 1 instant_build = yes } set_state_flag = JAP_industrial_effort_focus2_1IC } random_owned_controlled_state = { limit = { free_building_slots = { building = industrial_complex size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = industrial_complex level = 1 instant_build = yes } set_state_flag = JAP_industrial_effort_focus2_1IC } random_owned_controlled_state = { limit = { free_building_slots = { building = industrial_complex size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = industrial_complex level = 1 instant_build = yes } set_state_flag = JAP_industrial_effort_focus2_1IC } } } focus = { id = infra_effort_focus icon = GFX_goal_generic_construct_infrastructure prerequisite = { focus = industrial_effort_focus2 } x = 18 y = 3 cost = 10 ai_will_do = { factor = 1 } bypass = { custom_trigger_tooltip = { tooltip = infrastructure_effort_tt all_owned_state = { free_building_slots = { building = infrastructure size < 3 } } } } completion_reward = { 534 = { # Hokuriko if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 2 instant_build = yes } } } 535 = { #koshinetsu if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 2 instant_build = yes } } } 609 = { #east heibei if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 2 instant_build = yes } } } 527 = { # if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 3 instant_build = yes } } } 525 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = infrastructure level = 3 instant_build = yes } } } } } focus = { id = fortress_japan_focus prerequisite = { focus = industrial_effort_focus2 } x = 16 y = 3 cost = 10 icon = GFX_goal_generic_construct_military ai_will_do = { factor = 1 } completion_reward = { 282 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = coastal_bunker level = 3 province = 1182 instant_build = yes } } } 648 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = coastal_bunker level = 3 province = 13026 instant_build = yes } } } 645 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = coastal_bunker level = 3 province = 13025 instant_build = yes } } } 524 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = coastal_bunker level = 3 province = 12068 instant_build = yes } } } 526 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = coastal_bunker level = 3 province = 11932 instant_build = yes } } } 529 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = coastal_bunker level = 3 province = 1092 instant_build = yes } } } 528 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = coastal_bunker level = 3 province = 9950 instant_build = yes } } } 531 = { if = { limit = { is_controlled_by = ROOT } add_building_construction = { type = coastal_bunker level = 3 province = 7072 instant_build = yes } } } } } }