focus_tree = { id = polish_focus country = { factor = 0 modifier = { add = 10 tag = POL has_dlc = "Poland: United and Ready" } } default = no ############################ #### INDUSTRIAL SECTION #### ############################ focus = { id = POL_central_region_strategy icon = GFX_goal_generic_construction x = 1 y = 0 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_central_region_strategy bonus = 0.5 uses = 1 category = industry } } } focus = { id = POL_expansion_of_new_towns icon = GFX_goal_generic_construct_civ_factory prerequisite = { focus = POL_central_region_strategy } x = 1 y = 1 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes complete_tooltip = { random_state = { limit = { has_state_flag = POL_expansion_of_new_towns_1 } add_building_construction = { type = industrial_complex level = 1 instant_build = yes } } } completion_reward = { # Adds a civilian Factory (Warsaw) random_owned_controlled_state = { prioritize = { 10 } 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 = POL_expansion_of_new_towns_1 } } } focus = { id = POL_fill_the_railways_gaps icon = GFX_goal_generic_construct_infrastructure prerequisite = { focus = POL_expansion_of_new_towns } x = 2 y = 2 cost = 10 ai_will_do = { factor = 10 } bypass = { custom_trigger_tooltip = { tooltip = infrastructure_effort_tt all_owned_state = { free_building_slots = { building = infrastructure size < 1 } } } } available_if_capitulated = yes complete_tooltip = { random_state = { limit = { has_state_flag = POL_fill_the_railways_gaps_1 } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } random_state = { limit = { has_state_flag = POL_fill_the_railways_gaps_2 } 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 } set_state_flag = POL_fill_the_railways_gaps_1 } 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 } set_state_flag = POL_fill_the_railways_gaps_2 } } } focus = { id = POL_start_central_industrial_region icon = GFX_goal_generic_construct_mil_factory prerequisite = { focus = POL_expansion_of_new_towns } x = 0 y = 2 cost = 10 ai_will_do = { factor = 10 } complete_tooltip = { random_state = { limit = { has_state_flag = POL_start_central_industrial_region_1 } add_building_construction = { type = arms_factory level = 1 instant_build = yes } } } completion_reward = { random_owned_controlled_state = { prioritize = { 92 } 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 } set_state_flag = POL_start_central_industrial_region_1 } } } focus = { id = POL_expand_central_industrial_region icon = GFX_goal_generic_build_tank prerequisite = { focus = POL_start_central_industrial_region } prerequisite = { focus = POL_fill_the_railways_gaps } x = 1 y = 3 cost = 10 ai_will_do = { factor = 10 } complete_tooltip = { random_state = { limit = { has_state_flag = POL_start_central_industrial_region_1 } add_building_construction = { type = arms_factory level = 1 instant_build = yes } } } completion_reward = { random_owned_controlled_state = { prioritize = { 92 } 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 } set_state_flag = POL_start_central_industrial_region_1 } } } focus = { id = POL_the_four_year_plan icon = GFX_goal_generic_construct_civilian x = 5 y = 0 cost = 10 ai_will_do = { factor = 10 } completion_reward = { add_tech_bonus = { name = POL_the_four_year_plan bonus = 0.5 uses = 1 category = construction_tech } } } focus = { id = POL_national_defence_fund icon = GFX_goal_generic_defence prerequisite = { focus = POL_the_four_year_plan } x = 4 y = 1 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes complete_tooltip = { random_state = { limit = { has_state_flag = POL_national_defence_fund_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 = POL_national_defence_fund_1 } } } focus = { id = POL_warsaw_main_railway_station icon = GFX_goal_generic_construct_infrastructure prerequisite = { focus = POL_the_four_year_plan } x = 6 y = 1 cost = 10 ai_will_do = { factor = 10 } complete_tooltip = { random_state = { limit = { has_state_flag = POL_warsaw_main_railway_station_1 } add_building_construction = { type = infrastructure level = 2 instant_build = yes } } } completion_reward = { random_owned_controlled_state = { prioritize = { 10 } limit = { free_building_slots = { building = infrastructure size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = infrastructure level = 2 instant_build = yes } set_state_flag = POL_warsaw_main_railway_station_1 } } # Increase Infrastructure in Warsaw } focus = { id = POL_invest_in_the_old_polish_region icon = GFX_goal_generic_production prerequisite = { focus = POL_warsaw_main_railway_station } prerequisite = { focus = POL_national_defence_fund } x = 5 y = 2 cost = 10 ai_will_do = { factor = 10 } complete_tooltip = { random_state = { limit = { has_state_flag = POL_invest_in_the_old_polish_region_1 } add_building_construction = { type = arms_factory level = 1 instant_build = yes } } } completion_reward = { random_owned_controlled_state = { prioritize = { 10 } 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 } set_state_flag = POL_invest_in_the_old_polish_region_1 } } } focus = { id = POL_develop_upper_silesia icon = GFX_goal_generic_consumer_goods prerequisite = { focus = POL_invest_in_the_old_polish_region } x = 6 y = 3 cost = 10 ai_will_do = { factor = 10 } complete_tooltip = { random_state = { limit = { has_state_flag = POL_develop_upper_silesia_1 } add_building_construction = { type = industrial_complex level = 1 instant_build = yes } } } completion_reward = { random_owned_controlled_state = { prioritize = { 88 } 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 = POL_develop_upper_silesia_1 } } } focus = { id = POL_additional_research_slot1 icon = GFX_focus_research prerequisite = { focus = POL_invest_in_the_old_polish_region } x = 4 y = 3 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_research_slot = 1 } } focus = { id = POL_the_bombe icon = GFX_goal_generic_radar prerequisite = { focus = POL_additional_research_slot1 } x = 4 y = 4 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_the_bombe bonus = 0.5 uses = 1 category = computing_tech } } } focus = { id = POL_the_cyclometer icon = GFX_goal_generic_production2 prerequisite = { focus = POL_expand_central_industrial_region focus = POL_additional_research_slot1 } x = 2 y = 4 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_the_cyclometer bonus = 0.5 uses = 1 category = encryption_tech category = decryption_tech } } } focus = { id = POL_atomic_physics_institute icon = GFX_focus_wonderweapons prerequisite = { focus = POL_the_cyclometer } x = 2 y = 5 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_atomic_physics_institute bonus = 0.5 uses = 1 category = nuclear } } } focus = { id = POL_additional_research_slot2 icon = GFX_focus_research prerequisite = { focus = POL_atomic_physics_institute } available = { num_of_factories > 50 } available_if_capitulated = yes x = 2 y = 6 cost = 10 ai_will_do = { factor = 10 } completion_reward = { add_research_slot = 1 } } ############################ ####### ARMY SECTION ####### ############################ focus = { id = POL_prepare_for_the_next_war icon = GFX_goal_generic_build_tank x = 10 y = 0 cost = 10 ai_will_do = { factor = 5 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_prepare_for_the_next_war bonus = 0.5 uses = 1 category = land_doctrine } #1x 50% cost reduction for one land doctrine research } } focus = { id = POL_the_defence_of_poland icon = GFX_goal_generic_defence prerequisite = { focus = POL_prepare_for_the_next_war } x = 11 y = 1 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_the_defence_of_poland bonus = 0.5 uses = 1 category = land_doctrine } #1x 50% reduction in land doctrine research } } focus = { id = POL_romanian_bridgehead_strategy icon = GFX_goal_generic_position_armies prerequisite = { focus = POL_the_defence_of_poland } x = 11 y = 2 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_romanian_bridgehead_strategy bonus = 0.5 uses = 1 category = land_doctrine } #1x 50% reduction in land doctrine research } } focus = { id = POL_silesia_fortified_area icon = GFX_goal_generic_construct_military prerequisite = { focus = POL_romanian_bridgehead_strategy } bypass = { 88 = { NOT = { is_owned_by = ROOT } } 88 = { NOT = { is_controlled_by = ROOT } } } x = 12 y = 3 cost = 10 ai_will_do = { factor = 10 } completion_reward = { 88 = { add_building_construction = { type = bunker province = 9427 level = 3 instant_build = yes } } #Adds three Land Forts to Krakow province } } focus = { id = POL_hel_fortified_area icon = GFX_goal_generic_fortify_city prerequisite = { focus = POL_romanian_bridgehead_strategy } bypass = { 85 = { NOT = { is_owned_by = ROOT } } 85 = { NOT = { is_controlled_by = ROOT } } } x = 10 y = 3 cost = 10 ai_will_do = { factor = 10 } completion_reward = { 85 = { add_building_construction = { type = coastal_bunker province = 362 level = 2 instant_build = yes } add_building_construction = { type = coastal_bunker province = 9263 level = 2 instant_build = yes } add_building_construction = { type = bunker province = 9263 level = 1 instant_build = yes } add_building_construction = { type = bunker province = 334 level = 1 instant_build = yes } add_building_construction = { type = bunker province = 279 level = 1 instant_build = yes } add_building_construction = { type = bunker province = 362 level = 1 instant_build = yes } } #Adds two Coast Forts and two Land Forts to Danzig province } } focus = { id = POL_standardisation_of_equipment icon = GFX_goal_generic_small_arms prerequisite = { focus = POL_prepare_for_the_next_war } x = 9 y = 1 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_standardisation_of_equipment bonus = 0.5 uses = 1 category = infantry_weapons } #1x 50% for Infantry Equipment } } focus = { id = POL_modernising_the_cavalry icon = GFX_goal_generic_cavalry prerequisite = { focus = POL_standardisation_of_equipment } x = 8 y = 2 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_modernising_the_cavalry bonus = 0.75 uses = 1 category = motorized_equipment } #75% research bonus for Motorised } } focus = { id = POL_study_foreign_tanks icon = GFX_goal_generic_production prerequisite = { focus = POL_modernising_the_cavalry } x = 8 y = 3 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_study_foreign_tanks bonus = 0.5 uses = 1 category = armor } #50% armor research } } focus = { id = POL_cruiser_tank_experiments icon = GFX_goal_generic_army_tanks prerequisite = { focus = POL_study_foreign_tanks } x = 8 y = 4 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_cruiser_tank_experiments bonus = 0.5 uses = 1 technology = basic_medium_tank } #1x 50% reduction on research for medium tanks } } focus = { id = POL_artillery_modernisation icon = GFX_goal_generic_army_artillery prerequisite = { focus = POL_hel_fortified_area focus = POL_silesia_fortified_area } x = 12 y = 4 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_artillery_modernisation bonus = 0.5 uses = 1 category = artillery } #1 x 50% for Artillery Equipment } } focus = { id = POL_anti_tank_guns icon = GFX_goal_generic_army_artillery2 prerequisite = { focus = POL_hel_fortified_area focus = POL_silesia_fortified_area } x = 10 y = 4 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_anti_tank_guns bonus = 0.5 uses = 1 category = cat_anti_tank } #1x 50% bonus for Anti-Tank guns } } focus = { id = POL_army_modernisation icon = GFX_goal_generic_army_doctrines prerequisite = { focus = POL_artillery_modernisation focus = POL_anti_tank_guns } x = 11 y = 5 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_army_modernisation bonus = 0.5 uses = 1 category = infantry_weapons } #1 x 50% for Infantry Equipment } } ############################ ##### AIRFORCE SECTION ##### ############################ focus = { id = POL_air_base_expansion icon = GFX_goal_generic_air_production x = 16 y = 0 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes complete_tooltip = { random_state = { limit = { has_state_flag = POL_air_base_expansion_1 } add_building_construction = { type = air_base level = 2 instant_build = yes } } } completion_reward = { random_owned_controlled_state = { prioritize = { 10 } limit = { free_building_slots = { building = air_base size > 1 } } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = POL_air_base_expansion_1 } #Add 2 Airbases in Warsaw } } focus = { id = POL_fighter_modernisation icon = GFX_goal_generic_air_fighter prerequisite = { focus = POL_air_base_expansion } x = 17 y = 1 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_fighter_modernisation bonus = 0.5 uses = 1 category = light_fighter } #1x50% research bonus to fighter models } } focus = { id = POL_air_innovations icon = GFX_goal_generic_build_airforce prerequisite = { focus = POL_air_base_expansion } x = 15 y = 1 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_air_innovations bonus = 0.5 uses = 1 category = air_doctrine } #1x50% research bonus to Air Doctrine Research } } focus = { id = POL_heavy_fighter_concept icon = GFX_goal_generic_air_fighter2 prerequisite = { focus = POL_air_innovations focus = POL_fighter_modernisation } x = 16 y = 2 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_heavy_fighter_concept bonus = 0.5 uses = 1 category = cat_heavy_fighter } #1x 50% research bonus to Heavy Fighters } } focus = { id = POL_naval_bomber_experiments icon = GFX_goal_generic_air_naval_bomber prerequisite = { focus = POL_air_innovations } x = 14 y = 2 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_naval_bomber_experiments bonus = 0.5 uses = 1 category = naval_bomber } #1x50% research bonus to NAV } } focus = { id = POL_medium_bomber_focus icon = GFX_goal_generic_occupy_start_war prerequisite = { focus = POL_heavy_fighter_concept focus = POL_air_innovations } mutually_exclusive = { focus = POL_light_bomber_focus } x = 15 y = 3 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_medium_bomber_focus bonus = 0.5 uses = 1 category = tactical_bomber } #1 x 50% research bonus to Tactical Bomber models } } focus = { id = POL_light_bomber_focus icon = GFX_goal_generic_CAS prerequisite = { focus = POL_heavy_fighter_concept focus = POL_fighter_modernisation } mutually_exclusive = { focus = POL_medium_bomber_focus } x = 17 y = 3 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_light_bomber_focus bonus = 0.5 uses = 1 category = cas_bomber } #1 x 50% research bonus to CAS } } focus = { id = POL_air_modernisations_programme icon = GFX_goal_generic_air_doctrine prerequisite = { focus = POL_light_bomber_focus focus = POL_medium_bomber_focus } x = 16 y = 4 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_air_modernisations_programme bonus = 0.5 uses = 1 category = air_doctrine } #1x 50% reduction in an air doctrine research } } focus = { id = POL_rocket_development icon = GFX_focus_rocketry prerequisite = { focus = POL_air_modernisations_programme } x = 16 y = 5 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_rocket_development bonus = 0.5 uses = 2 category = jet_technology category = rocketry } #2x50% research to Rockets and Jet Engine Research } } ############################ ####### NAVY SECTION ####### ############################ focus = { id = POL_develop_polish_ship_building icon = GFX_goal_generic_construct_naval_dockyard x = 21 y = 0 cost = 10 ai_will_do = { factor = 2 } available_if_capitulated = yes complete_tooltip = { random_state = { limit = { has_state_flag = POL_develop_polish_ship_building_1 } add_building_construction = { type = dockyard level = 3 instant_build = yes } } } completion_reward = { random_owned_controlled_state = { prioritize = { 85 } limit = { free_building_slots = { building = dockyard size > 2 include_locked = yes } } add_building_construction = { type = dockyard level = 3 instant_build = yes } set_state_flag = POL_develop_polish_ship_building_1 } #Add 3 Dockyards at Gdansk } } focus = { id = POL_study_foreign_built_ships icon = GFX_goal_generic_production prerequisite = { focus = POL_develop_polish_ship_building } x = 22 y = 1 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_study_foreign_built_ships bonus = 0.5 uses = 1 category = dd_tech } #1x 50% research bonus for Destroyers } } focus = { id = POL_a_cruiser_navy icon = GFX_goal_generic_navy_anti_submarine prerequisite = { focus = POL_study_foreign_built_ships } x = 23 y = 2 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_a_cruiser_navy bonus = 0.5 uses = 1 category = cl_tech } #1x50% research bonus to Light Cruisers } } focus = { id = POL_import_submarine_technology icon = GFX_goal_generic_production2 prerequisite = { focus = POL_develop_polish_ship_building } x = 20 y = 1 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_import_submarine_technology bonus = 0.5 uses = 1 category = ss_tech } #1 x50% research bonus for Submarines } } focus = { id = POL_commerce_attack icon = GFX_goal_generic_navy_submarine prerequisite = { focus = POL_import_submarine_technology } x = 19 y = 2 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_commerce_attack bonus = 0.5 uses = 1 category = submarine_doctrine } #1x50% research bonus to Submarine Doctrine } } focus = { id = POL_the_twin_threats icon = GFX_goal_generic_navy_doctrines_tactics prerequisite = { focus = POL_import_submarine_technology focus = POL_study_foreign_built_ships } x = 21 y = 2 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_the_twin_threats bonus = 0.5 uses = 1 category = naval_doctrine } #1x50% bonus to Naval Doctrine Research } } focus = { id = POL_coastal_defense icon = GFX_goal_generic_navy_cruiser prerequisite = { focus = POL_the_twin_threats } mutually_exclusive = { focus = POL_strike_force } x = 22 y = 3 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_coastal_defense bonus = 0.5 uses = 1 category = ss_tech } add_tech_bonus = { name = POL_coastal_defense bonus = 0.5 uses = 1 category = dd_tech } #1x50% research bonus to destroyers & 1 x50% bonus to Submarines } } focus = { id = POL_strike_force icon = GFX_goal_generic_occupy_states_coastal prerequisite = { focus = POL_the_twin_threats } mutually_exclusive = { focus = POL_coastal_defense } x = 20 y = 3 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_strike_force bonus = 0.5 uses = 1 category = cl_tech } add_tech_bonus = { name = POL_strike_force bonus = 0.5 uses = 1 category = ca_tech } #1x50% research bonus to Light Cruisers & 1x50% bonus to Heavy Cruisers } } focus = { id = POL_baltic_navy icon = GFX_goal_generic_navy_battleship prerequisite = { focus = POL_strike_force focus = POL_coastal_defense } x = 21 y = 4 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = POL_baltic_navy bonus = 0.5 uses = 1 category = naval_doctrine } #1x50% bonus to Naval Doctrine research } } ############################ ##### POLITICS SECTION ##### ############################ focus = { id = POL_strengthen_the_polish_state icon = GFX_goal_generic_demand_territory x = 29 y = 0 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_political_power = 120 #PP +120 } } focus = { id = POL_defensive_focus icon = GFX_goal_generic_defence prerequisite = { focus = POL_strengthen_the_polish_state } x = 31 y = 1 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_ideas = deterrence #Grants Deterrence modifier } } focus = { id = POL_polish_militarism icon = GFX_goal_generic_small_arms prerequisite = { focus = POL_strengthen_the_polish_state } x = 27 y = 1 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { army_experience = 20 add_ideas = POL_militarism_focus } } focus = { id = POL_polish_revanchism icon = GFX_goal_generic_political_pressure prerequisite = { focus = POL_polish_militarism } x = 25 y = 2 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_ideas = POL_polish_revanchism_focus #grants a -10% PP cost to war goal justification } } focus = { id = POL_poland_first icon = GFX_goal_generic_defence prerequisite = { focus = POL_polish_militarism } mutually_exclusive = { focus = POL_internationalism } x = 27 y = 2 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_ideas = indoctrination_focus #Gains the Indoctrination Modifier } } focus = { id = POL_ideological_fanaticism icon = GFX_goal_generic_propaganda prerequisite = { focus = POL_poland_first } x = 26 y = 3 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_ideas = POL_ideological_fanaticism #Same as in Generic Focus } } focus = { id = POL_the_between_the_seas_concept icon = GFX_goal_anschluss available = { is_puppet = no is_in_faction = no } prerequisite = { focus = POL_poland_first } x = 24 y = 3 cost = 10 ai_will_do = { factor = 10 } completion_reward = { set_rule = { can_create_factions = yes } create_faction = miedzymorze_faction hidden_effect = { news_event = { hours = 6 id = news.214 } } } } focus = { id = POL_treaty_with_lithuania icon = GFX_goal_generic_major_alliance prerequisite = { focus = POL_the_between_the_seas_concept } available = { is_faction_leader = yes } bypass = { NOT = { country_exists = LIT } LIT = { is_puppet = yes } has_war_with = LIT } x = 24 y = 4 cost = 10 ai_will_do = { factor = 10 } completion_reward = { add_opinion_modifier = { target = LIT modifier = POL_treaty_with_lithuania } LIT = { add_opinion_modifier = { target = ROOT modifier = POL_treaty_with_lithuania } } if = { limit = { LIT = { is_in_faction = no } } LIT = { custom_effect_tooltip = POL_invite_to_faction_tooltip } } hidden_effect = { if = { limit = { LIT = { is_in_faction = no } } LIT = { country_event = { id = baltic.7 days = 1 } } } #Adds one of those relation boost modifier to Lithuania } } } focus = { id = POL_the_baltic_alliance icon = GFX_goal_generic_national_unity prerequisite = { focus = POL_treaty_with_lithuania } available = { OR = { LAT = { exists = yes is_puppet = no NOT = { has_war_with = POL } } EST = { exists = yes is_puppet = no NOT = { has_war_with = POL } } } } x = 24 y = 5 cost = 10 ai_will_do = { factor = 10 } completion_reward = { add_opinion_modifier = { target = EST modifier = POL_the_baltic_alliance } EST = { add_opinion_modifier = { target = ROOT modifier = POL_the_baltic_alliance } } hidden_effect = { if = { limit = { EST = { is_in_faction = no is_puppet = no NOT = { has_war_with = POL } } } EST = { country_event = { id = baltic.7 days = 1 } } } } add_opinion_modifier = { target = LAT modifier = POL_the_baltic_alliance } LAT = { add_opinion_modifier = { target = ROOT modifier = POL_the_baltic_alliance } } hidden_effect = { if = { limit = { LAT = { is_in_faction = no is_puppet = no NOT = { has_war_with = POL } } } LAT = { country_event = { id = baltic.7 days = 1 } } } } #Adds the same thing to Estonia and Latvia if = { limit = { EST = { is_in_faction = no is_puppet = no NOT = { has_war_with = POL } } } EST = { custom_effect_tooltip = POL_invite_to_faction_tooltip } } if = { limit = { LAT = { is_in_faction = no is_puppet = no NOT = { has_war_with = POL } } } LAT = { custom_effect_tooltip = POL_invite_to_faction_tooltip } } } } focus = { id = POL_internationalism icon = GFX_goal_generic_positive_trade_relations prerequisite = { focus = POL_polish_militarism focus = POL_defensive_focus } mutually_exclusive = { focus = POL_poland_first } x = 29 y = 2 cost = 10 ai_will_do = { factor = 2.5 } available_if_capitulated = yes completion_reward = { add_ideas = POL_internationalism_focus #Some sort of Relations boost modifier } } focus = { id = POL_authoritarianism icon = GFX_goal_molotov_ribbentrop_pact prerequisite = { focus = POL_internationalism } mutually_exclusive = { focus = POL_liberalism } x = 30 y = 3 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_ideas = POL_authoritarianism_focus #Reduction in Democratic Support } } focus = { id = POL_paramilitarism icon = GFX_goal_generic_military_sphere prerequisite = { focus = POL_authoritarianism } x = 31 y = 4 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_ideas = paramilitarism_focus #As Per Generic Focus } } focus = { id = POL_go_right icon = GFX_goal_support_fascism prerequisite = { focus = POL_authoritarianism } mutually_exclusive = { focus = POL_go_left } x = 29 y = 4 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_ideas = fascist_influence #Increases Fascist Support } } focus = { id = POL_military_youth icon = GFX_goal_generic_wolf_pack prerequisite = { focus = POL_go_right } x = 30 y = 6 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_ideas = military_youth_focus #As per generic } } focus = { id = POL_seek_accommodation_with_germany icon = GFX_goal_generic_military_deal prerequisite = { focus = POL_go_right } available = { country_exists = GER } x = 29 y = 5 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_opinion_modifier = { target = GER modifier = POL_seek_accommodation_with_germany } GER = { add_opinion_modifier = { target = ROOT modifier = POL_seek_accommodation_with_germany } } #Relation Boost With Germany } } focus = { id = POL_go_left icon = GFX_goal_support_communism prerequisite = { focus = POL_authoritarianism } mutually_exclusive = { focus = POL_go_right } x = 27 y = 4 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_ideas = communist_influence #Increases Communist Support } } focus = { id = POL_political_commissars icon = GFX_goal_generic_war_with_comintern prerequisite = { focus = POL_go_left } x = 26 y = 6 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_ideas = political_commissars_focus #as per generic focus } } focus = { id = POL_seek_accommodation_with_USSR icon = GFX_goal_generic_dangerous_deal prerequisite = { focus = POL_go_left } available = { country_exists = SOV } x = 27 y = 5 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_opinion_modifier = { target = SOV modifier = POL_seek_accommodation_with_USSR } SOV = { add_opinion_modifier = { target = ROOT modifier = POL_seek_accommodation_with_USSR } } #Relation Boost with the USSR } } focus = { id = POL_liberalism icon = GFX_goal_support_democracy prerequisite = { focus = POL_internationalism } prerequisite = { focus = POL_defensive_focus } mutually_exclusive = { focus = POL_authoritarianism } x = 32 y = 3 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_ideas = democratic_influence #Increase in Democratic Support } } focus = { id = POL_intervention_focus icon = GFX_goal_generic_position_armies prerequisite = { focus = POL_liberalism } x = 33 y = 4 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { set_rule = { can_send_volunteers = yes } add_political_power = 150 #As per generic } } focus = { id = POL_draw_closer_to_britain icon = GFX_goal_generic_major_alliance prerequisite = { focus = POL_liberalism } available = { country_exists = ENG } x = 35 y = 4 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_opinion_modifier = { target = ENG modifier = POL_draw_closer_to_britain } ENG = { add_opinion_modifier = { target = ROOT modifier = POL_draw_closer_to_britain } } #Relation boost with the UK } } focus = { id = POL_volunteer_corps icon = GFX_goal_generic_more_territorial_claims prerequisite = { focus = POL_intervention_focus } x = 33 y = 5 cost = 10 ai_will_do = { factor = 10 } available_if_capitulated = yes completion_reward = { add_ideas = volunteer_corps_focus #As Per Generic Tree } } }