focus_tree = { id = british_focus country = { factor = 0 modifier = { add = 10 tag = ENG } } default = no focus = { id = crypto_bomb_focus available = { has_war_with = GER POL = { NOT = { is_in_faction_with = GER } #We assume POL will help vs Germany unless they are allied to them } } bypass = { OR = { AND = { has_war_with = GER POL = { is_in_faction_with = GER # If POL is in GER's faction, no help for us } } AND = { has_war = yes is_in_faction_with = USA } GER = { exists = no } } } icon = GFX_goal_poland_goal x = 0 y = 0 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = codebreaking_bonus bonus = 0.5 uses = 3 category = decryption_tech category = computing_tech } } } focus = { id = tizard_mission_focus available = { has_government = democratic any_other_country = { has_war_with = ROOT NOT = { has_government = democratic } num_of_factories > 30 } USA = { has_government = democratic NOT = { OR = { has_idea = undisturbed_isolation has_idea = isolation } } } } prerequisite = { focus = crypto_bomb_focus } prerequisite = { focus = radar_focus } icon = GFX_goal_generic_scientific_exchange x = 0 y = 3 cost = 10 ai_will_do = { factor = 1 } completion_reward = { USA = { country_event = britain.1 } } } focus = { id = maud_focus available = { is_in_faction_with = USA } prerequisite = { focus = tizard_mission_focus } icon = GFX_focus_wonderweapons x = 0 y = 4 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = maud_focus bonus = 0.5 uses = 1 category = nuclear } } } focus = { id = limited_rearmament_focus icon = GFX_goal_generic_build_tank x = 5 y = 0 cost = 10 ai_will_do = { factor = 1 } bypass = { custom_trigger_tooltip = { tooltip = construction_effort_tt NOT = { any_owned_state = { free_building_slots = { building = industrial_complex size > 1 include_locked = yes } } } } } available_if_capitulated = yes complete_tooltip = { every_state = { limit = { has_state_flag = ENG_limited_rearmament_focus_2IC } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } } } completion_reward = { random_owned_controlled_state = { limit = { free_building_slots = { building = industrial_complex size > 1 include_locked = yes } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } set_state_flag = ENG_limited_rearmament_focus_2IC } 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 } set_state_flag = ENG_limited_rearmament_focus_2IC } } } focus = { id = ENG_motorized_focus prerequisite = { focus = limited_rearmament_focus } available = { } icon = GFX_goal_generic_army_motorized x = 5 y = 1 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { custom_effect_tooltip = ENG_mot_focus_tooltip hidden_effect = { load_oob = "ENG_Motorized" } } } focus = { id = ENG_tank_focus prerequisite = { focus = ENG_motorized_focus } icon = GFX_goal_generic_army_tanks x = 5 y = 2 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = armor_bonus bonus = 0.5 uses = 1 category = armor } } } focus = { id = air_defense_focus prerequisite = { focus = limited_rearmament_focus } available = { OR = { threat > 0.05 has_war = yes } } continue_if_invalid = yes available_if_capitulated = yes icon = GFX_goal_generic_construct_military x = 1 y = 1 cost = 10 ai_will_do = { factor = 1 } bypass = { custom_trigger_tooltip = { tooltip = air_defense_focus_bypass_tt NOT = { any_owned_state = { free_building_slots = { building = anti_air_building size > 0 } } } } } complete_tooltip = { air_experience = 25 if = { limit = { has_country_flag = air_defense_focus_built_max } custom_effect_tooltip = air_defense_focus_tt } if = { limit = { NOT = { has_country_flag = air_defense_focus_built_max } } every_state = { limit = { has_state_flag = ENG_air_defense_focus_built_2 } add_building_construction = { type = anti_air_building level = 2 instant_build = yes } } } } completion_reward = { air_experience = 25 if = { limit = { NOT = { OR = { 123 = { free_building_slots = { building = anti_air_building size > 1 } } 125 = { free_building_slots = { building = anti_air_building size > 1 } } 127 = { free_building_slots = { building = anti_air_building size > 1 } } } } NOT = { any_owned_state = { free_building_slots = { building = anti_air_building size > 1 } OR = { region = 1 region = 2 region = 3 } } } } random_owned_controlled_state = { limit = { free_building_slots = { building = anti_air_building size > 1 } } add_building_construction = { type = anti_air_building level = 2 instant_build = yes } set_state_flag = ENG_air_defense_focus_built_2 } random_owned_controlled_state = { limit = { free_building_slots = { building = anti_air_building size > 1 } } add_building_construction = { type = anti_air_building level = 2 instant_build = yes } set_state_flag = ENG_air_defense_focus_built_2 } } if = { limit = { NOT = { OR = { 123 = { free_building_slots = { building = anti_air_building size > 1 } } 125 = { free_building_slots = { building = anti_air_building size > 1 } } 127 = { free_building_slots = { building = anti_air_building size > 1 } } } } } random_owned_controlled_state = { limit = { free_building_slots = { building = anti_air_building size > 1 } OR = { region = 1 region = 2 region = 3 } } add_building_construction = { type = anti_air_building level = 2 instant_build = yes } set_state_flag = ENG_air_defense_focus_built_2 } random_owned_controlled_state = { limit = { free_building_slots = { building = anti_air_building size > 1 } OR = { region = 1 region = 2 region = 3 } } add_building_construction = { type = anti_air_building level = 2 instant_build = yes } set_state_flag = ENG_air_defense_focus_built_2 } random_owned_controlled_state = { limit = { free_building_slots = { building = anti_air_building size > 1 } OR = { region = 1 region = 2 region = 3 } } add_building_construction = { type = anti_air_building level = 2 instant_build = yes } set_state_flag = ENG_air_defense_focus_built_2 } } if = { limit = { OR = { 123 = { free_building_slots = { building = anti_air_building size > 1 } } 125 = { free_building_slots = { building = anti_air_building size > 1 } } 127 = { free_building_slots = { building = anti_air_building size > 1 } } } } custom_effect_tooltip = air_defense_focus_tt hidden_effect = { 123 = { add_building_construction = { type = anti_air_building level = 5 instant_build = yes } } 125 = { add_building_construction = { type = anti_air_building level = 5 instant_build = yes } } 127 = { add_building_construction = { type = anti_air_building level = 5 instant_build = yes } } set_country_flag = air_defense_focus_built_max } } } } focus = { id = radar_focus prerequisite = { focus = air_defense_focus } icon = GFX_goal_generic_radar x = 1 y = 2 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { air_experience = 25 add_tech_bonus = { name = radar_focus bonus = 0.5 uses = 3 category = radar_tech } } } focus = { id = shadow_scheme_focus prerequisite = { focus = limited_rearmament_focus } available = { OR = { threat > 0.05 has_war = yes } } continue_if_invalid = yes available_if_capitulated = yes icon = GFX_goal_generic_construct_mil_factory x = 3 y = 1 cost = 10 ai_will_do = { factor = 1 } completion_reward = { add_ideas = wartime_industry_focus } } focus = { id = uk_industrial_focus text = industrial_effort prerequisite = { focus = shadow_scheme_focus } icon = GFX_goal_generic_construct_civ_factory x = 3 y = 2 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = industrial_bonus bonus = 0.5 uses = 1 category = industry } } } focus = { id = uk_extra_tech_slot text = extra_tech_slot icon = GFX_focus_research prerequisite = { focus = uk_industrial_focus } x = 3 y = 3 cost = 10 available_if_capitulated = yes completion_reward = { add_research_slot = 1 } } focus = { id = general_rearmament_focus prerequisite = { focus = limited_rearmament_focus } available = { OR = { threat > 0.1 has_war = yes } } continue_if_invalid = yes icon = GFX_goal_generic_consumer_goods x = 9 y = 1 cost = 10 ai_will_do = { factor = 1 } completion_reward = { add_ideas = british_austerity_idea } } focus = { id = royal_ordinance_focus available = { OR = { any_other_country = { has_war_with = ROOT num_of_factories > 30 } GER = { has_completed_focus = GER_rhineland } threat > 0.2 } } #at war with major or ger in rhineland or high threat prerequisite = { focus = uk_industrial_focus } icon = GFX_goal_generic_construct_mil_factory x = 2 y = 4 cost = 10 ai_will_do = { factor = 1 } continue_if_invalid = yes bypass = { custom_trigger_tooltip = { tooltip = production_effort_tt NOT = { any_owned_state = { is_in_home_area = yes free_building_slots = { building = arms_factory size > 1 include_locked = yes } } } } } complete_tooltip = { every_state = { limit = { has_state_flag = royal_ordinance_focus_2AF } add_extra_state_shared_building_slots = 2 add_building_construction = { type = arms_factory level = 2 instant_build = yes } } } completion_reward = { 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 = royal_ordinance_focus_2AF } 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 = royal_ordinance_focus_2AF } 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 = royal_ordinance_focus_2AF } } } focus = { id = uk_small_arms_focus prerequisite = { focus = royal_ordinance_focus } icon = GFX_goal_generic_production2 x = 3 y = 5 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_ideas = british_arms_discount } } focus = { id = UK_secret_focus prerequisite = { focus = royal_ordinance_focus } prerequisite = { focus = maud_focus } icon = GFX_goal_generic_secret_weapon x = 1 y = 5 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = UK_secret_focus bonus = 0.5 uses = 6 category = electronics category = rocketry category = nuclear } } } focus = { id = air_rearmament_focus prerequisite = { focus = general_rearmament_focus } icon = GFX_goal_generic_air_doctrine x = 7 y = 2 cost = 10 ai_will_do = { factor = 1 } bypass = { custom_trigger_tooltip = { tooltip = air_focus_bypass_tt NOT = { any_owned_state = { free_building_slots = { building = air_base size > 1 } } } } } complete_tooltip = { every_state = { limit = { has_state_flag = air_rearmament_focus_2AirBase } add_building_construction = { type = air_base level = 2 instant_build = yes } } } completion_reward = { air_experience = 25 random_owned_controlled_state = { limit = { free_building_slots = { building = air_base size > 1 } OR = { region = 1 region = 2 } } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = air_rearmament_focus_2AirBase } random_owned_controlled_state = { limit = { free_building_slots = { building = air_base size > 1 } OR = { region = 1 region = 2 } } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = air_rearmament_focus_2AirBase } random_owned_controlled_state = { limit = { free_building_slots = { building = air_base size > 1 } OR = { region = 1 region = 2 region = 3 } } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = air_rearmament_focus_2AirBase } random_owned_controlled_state = { limit = { free_building_slots = { building = air_base size > 1 } OR = { region = 1 region = 2 region = 3 } } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = air_rearmament_focus_2AirBase } random_owned_controlled_state = { limit = { free_building_slots = { building = air_base size > 1 } OR = { region = 1 region = 2 region = 3 } } add_building_construction = { type = air_base level = 2 instant_build = yes } set_state_flag = air_rearmament_focus_2AirBase } if = { limit = { NOT = { any_owned_state = { free_building_slots = { building = air_base size > 1 } OR = { region = 1 region = 2 region = 3 } } } } 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 = air_rearmament_focus_2AirBase } 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 = air_rearmament_focus_2AirBase } 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 = air_rearmament_focus_2AirBase } 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 = air_rearmament_focus_2AirBase } } } } focus = { id = fighter_command_focus prerequisite = { focus = air_rearmament_focus } icon = GFX_goal_generic_air_fighter x = 6 y = 4 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { air_experience = 25 add_tech_bonus = { name = fighter_command_focus bonus = 0.5 uses = 2 category = light_fighter } } } focus = { id = bomber_command_focus prerequisite = { focus = air_rearmament_focus } icon = GFX_goal_generic_air_bomber x = 7 y = 3 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { air_experience = 25 add_tech_bonus = { name = bomber_command_focus bonus = 0.5 uses = 2 category = heavy_air } } } focus = { id = coastal_command_focus prerequisite = { focus = air_rearmament_focus } icon = GFX_goal_generic_air_naval_bomber x = 8 y = 4 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = coastal_command_focus bonus = 0.5 uses = 2 category = naval_bomber } add_tech_bonus = { name = coastal_command_focus bonus = 0.5 uses = 2 category = tactical_bomber } } } focus = { id = aircraft_production_focus prerequisite = { focus = fighter_command_focus focus = bomber_command_focus focus = coastal_command_focus } icon = GFX_goal_generic_air_production x = 7 y = 5 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_ideas = british_fighter_discount } } focus = { id = uk_jet_focus prerequisite = { focus = aircraft_production_focus } icon = GFX_goal_generic_build_airforce x = 7 y = 6 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = uk_jet_focus bonus = 0.5 uses = 4 category = jet_technology } } } focus = { id = naval_rearmament_focus prerequisite = { focus = general_rearmament_focus } icon = GFX_goal_generic_construct_naval_dockyard x = 11 y = 2 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes bypass = { custom_trigger_tooltip = { tooltip = naval_effort_tt NOT = { any_owned_state = { free_building_slots = { building = dockyard size > 1 include_locked = yes } } } } } complete_tooltip = { every_state = { limit = { has_state_flag = ENG_naval_rearmament_focus_1dockyard } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } } } completion_reward = { navy_experience = 50 random_owned_controlled_state = { limit = { is_coastal = yes free_building_slots = { building = dockyard size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } set_state_flag = ENG_naval_rearmament_focus_1dockyard } random_owned_controlled_state = { limit = { is_coastal = yes free_building_slots = { building = dockyard size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } set_state_flag = ENG_naval_rearmament_focus_1dockyard } random_owned_controlled_state = { limit = { is_coastal = yes free_building_slots = { building = dockyard size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } set_state_flag = ENG_naval_rearmament_focus_1dockyard } } } focus = { id = uk_destroyer_focus prerequisite = { focus = naval_rearmament_focus } icon = GFX_goal_generic_navy_cruiser x = 10 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 } } } focus = { id = uk_convoy_focus prerequisite = { focus = uk_destroyer_focus } icon = GFX_goal_generic_navy_cruiser x = 9 y = 5 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_ideas = british_convoy_discount } } focus = { id = uk_waves_focus prerequisite = { focus = naval_rearmament_focus } icon = GFX_goal_generic_navy_doctrines_tactics x = 12 y = 4 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = naval_doc_bonus bonus = 0.5 uses = 3 category = naval_doctrine } } } focus = { id = uk_carrier_focus prerequisite = { focus = uk_waves_focus } mutually_exclusive = { focus = uk_battleship_focus } icon = GFX_goal_generic_navy_carrier x = 11 y = 5 cost = 10 ai_will_do = { factor = 0.25 } available_if_capitulated = yes completion_reward = { navy_experience = 25 add_tech_bonus = { name = uk_carrier_focus bonus = 0.5 uses = 2 category = cv_tech } } } focus = { id = uk_battleship_focus prerequisite = { focus = uk_waves_focus } mutually_exclusive = { focus = uk_carrier_focus } icon = GFX_goal_generic_navy_battleship x = 13 y = 5 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { navy_experience = 25 add_tech_bonus = { name = uk_battleship_focus bonus = 0.5 uses = 2 category = bb_tech } } } focus = { id = uk_amphibious_focus prerequisite = { focus = naval_rearmament_focus } icon = GFX_goal_generic_amphibious_assault x = 11 y = 3 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { add_tech_bonus = { name = uk_amphibious_focus bonus = 0.5 uses = 1 category = marine_tech } add_tech_bonus = { name = uk_amphibious_focus bonus = 0.5 uses = 2 category = tp_tech } } } #focus = { # id = uk_embargo_focus # available = { threat > 0.1 } # icon = GFX_goal_support_democracy # x = 12 # y = 0 # cost = 10 # ai_will_do = { # factor = 1 # } # completion_reward = { # every_other_country = { # limit = { NOT = { has_government = democratic } } # add_opinion_modifier = { target = ENG modifier = minor_sanctions } # add_opinion_modifier = { target = ENG modifier = minor_sanctions_relations } # } # } #} ### HOME DEFENCE BRANCH ### GERMAN WAR ### focus = { id = ENG_home_defence icon = GFX_goal_generic_national_unity x = 37 y = 0 cost = 10 ai_will_do = { factor = 1 } completion_reward = { # Sussex 127 = { if = { limit = { is_controlled_by = ROOT } #Dover add_building_construction = { type = coastal_bunker level = 2 province = 3501 instant_build = yes } #Portsmouth add_building_construction = { type = coastal_bunker level = 2 province = 9458 instant_build = yes } } } # Greater London Area 126 = { if = { limit = { is_controlled_by = ROOT } #London add_building_construction = { type = coastal_bunker level = 2 province = 11374 instant_build = yes } } } # Cornwall 123 = { if = { limit = { is_controlled_by = ROOT } #Plymouth add_building_construction = { type = coastal_bunker level = 2 province = 540 instant_build = yes } } } } } focus = { id = ENG_issue_gasmasks available = { OR = { threat > 0.2 has_war = yes } } available_if_capitulated = yes prerequisite = { focus = ENG_home_defence } icon = GFX_goal_generic_construct_military x = 34 y = 1 cost = 10 ai_will_do = { factor = 1 } completion_reward = { #Increase nat unity add_national_unity = 0.1 } } focus = { id = ENG_military_training_act available = { OR = { threat > 0.5 has_war = yes } } available_if_capitulated = yes prerequisite = { focus = ENG_issue_gasmasks } icon = GFX_goal_generic_allies_build_infantry x = 34 y = 2 cost = 10 ai_will_do = { factor = 1 } completion_reward = { remove_ideas = ENG_the_war_to_end_all_wars set_rule = { can_send_volunteers = yes } } } focus = { id = ENG_embargo_germany available = { GER = { ENG_focus_available_embargo_sanction = yes } } available_if_capitulated = yes prerequisite = { focus = ENG_military_training_act } icon = GFX_goal_generic_trade x = 34 y = 3 cost = 10 ai_will_do = { factor = 1 } completion_reward = { GER = { add_opinion_modifier = { target = ENG modifier = minor_sanctions } add_opinion_modifier = { target = ENG modifier = minor_sanctions_relations } } } } focus = { id = ENG_war_with_germany available = { has_war = no GER = { ENG_focus_available_war = yes } } will_lead_to_war_with = GER prerequisite = { focus = ENG_embargo_germany } icon = GFX_goal_generic_major_war x = 34 y = 4 cost = 10 ai_will_do = { factor = 1 } completion_reward = { create_wargoal = { type = puppet_wargoal_focus target = GER } } } ### END ROAD TO WAR WITH GERMANY ### ### SCANDINAVIAN BRANCH #### focus = { id = uk_scandinavian_focus available = { OR = { SWE = { exists = yes OR = { communism > 0.1 fascism > 0.1 } } NOR = { exists = yes OR = { communism > 0.1 fascism > 0.1 } } DEN = { exists = yes OR = { communism > 0.1 fascism > 0.1 } } } } prerequisite = { focus = ENG_home_defence } icon = GFX_goal_generic_position_armies x = 37 y = 1 cost = 10 ai_will_do = { factor = 1 } completion_reward = { add_named_threat = { threat = 1 name = uk_scandinavian_focus } USA = { add_opinion_modifier = { target = ENG modifier = scandinavian_intervention } } SWE = { add_opinion_modifier = { target = ENG modifier = unprovoked_aggression } if = { limit = { has_war = no NOT = { is_in_faction_with = GER } } country_event = britain.7 } } NOR = { add_opinion_modifier = { target = ENG modifier = unprovoked_aggression } if = { limit = { has_war = no NOT = { is_in_faction_with = GER } } country_event = britain.7 } } DEN = { add_opinion_modifier = { target = ENG modifier = unprovoked_aggression } } FIN = { add_opinion_modifier = { target = ENG modifier = unprovoked_aggression } } hidden_effect = { news_event = { hours = 6 id = news.222 } } } } focus = { id = ENG_swedish_intervention available = { SWE = { exists = yes OR = { communism > 0.2 fascism > 0.2 } } } will_lead_to_war_with = SWE prerequisite = { focus = uk_scandinavian_focus } icon = GFX_goal_generic_occupy_states_ongoing_war x = 36 y = 2 cost = 10 ai_will_do = { factor = 1 } completion_reward = { create_wargoal = { type = puppet_wargoal_focus target = SWE } if = { limit = { NOT = { has_idea = ENG_continuation_of_politics } } add_ideas = ENG_continuation_of_politics } } } focus = { id = ENG_norwegian_intervention available = { NOR = { exists = yes OR = { communism > 0.2 fascism > 0.2 } } } will_lead_to_war_with = NOR prerequisite = { focus = uk_scandinavian_focus } icon = GFX_goal_generic_more_territorial_claims x = 37 y = 3 cost = 10 ai_will_do = { factor = 1 } completion_reward = { create_wargoal = { type = puppet_wargoal_focus target = NOR } if = { limit = { NOT = { has_idea = ENG_continuation_of_politics } } add_ideas = ENG_continuation_of_politics } } } focus = { id = ENG_danish_intervention available = { DEN = { exists = yes OR = { communism > 0.2 fascism > 0.2 } } } will_lead_to_war_with = DEN prerequisite = { focus = uk_scandinavian_focus } icon = GFX_goal_generic_occupy_states_ongoing_war x = 38 y = 2 cost = 10 ai_will_do = { factor = 1 } completion_reward = { create_wargoal = { type = puppet_wargoal_focus target = DEN } if = { limit = { NOT = { has_idea = ENG_continuation_of_politics } } add_ideas = ENG_continuation_of_politics } } } ### END SCANDINAVIAN BRANCH ### ### BENELUX INTERVENTION ### focus = { id = ENG_benelux_intervention available = { OR = { BEL = { exists = yes OR = { communism > 0.15 fascism > 0.15 } } HOL = { exists = yes OR = { communism > 0.15 fascism > 0.15 } } } } prerequisite = { focus = ENG_home_defence } icon = GFX_goal_generic_position_armies x = 41 y = 1 cost = 10 ai_will_do = { factor = 1 } completion_reward = { add_named_threat = { threat = 1 name = ENG_benelux_intervention } USA = { add_opinion_modifier = { target = ENG modifier = ENG_benelux_intervention_USA } } BEL = { add_opinion_modifier = { target = ENG modifier = ENG_benelux_intervention_BEL_HOL } } HOL = { add_opinion_modifier = { target = ENG modifier = ENG_benelux_intervention_BEL_HOL } } hidden_effect = { news_event = { hours = 6 id = news.223 } } } } focus = { id = ENG_belgium_security available = { BEL = { exists = yes OR = { communism > 0.2 fascism > 0.2 } } } prerequisite = { focus = ENG_benelux_intervention } icon = GFX_goal_generic_attack_allies x = 40 y = 2 cost = 10 ai_will_do = { factor = 1 } completion_reward = { create_wargoal = { type = puppet_wargoal_focus target = BEL } if = { limit = { NOT = { has_idea = ENG_continuation_of_politics } } add_ideas = ENG_continuation_of_politics } } } focus = { id = ENG_dutch_security available = { HOL = { exists = yes OR = { communism > 0.2 fascism > 0.2 } } } will_lead_to_war_with = HOL prerequisite = { focus = ENG_benelux_intervention } icon = GFX_goal_generic_attack_allies x = 42 y = 2 cost = 10 ai_will_do = { factor = 1 } completion_reward = { create_wargoal = { type = puppet_wargoal_focus target = HOL } if = { limit = { NOT = { has_idea = ENG_continuation_of_politics } } add_ideas = ENG_continuation_of_politics } } } ### END BENELUX INTERVENTION ### ### END HOME DEFENCE BRANCH ### ### EMPIRE ### focus = { id = uk_empire_focus available = { } icon = GFX_goal_support_democracy x = 23 y = 0 cost = 10 available_if_capitulated = yes completion_reward = { add_national_unity = 0.1 } } focus = { id = uk_service_focus prerequisite = { focus = uk_empire_focus } available = { } icon = GFX_goal_generic_position_armies x = 23 y = 1 cost = 10 available_if_capitulated = yes completion_reward = { army_experience = 5 navy_experience = 25 air_experience = 25 } } focus = { id = uk_mediterranean_focus prerequisite = { focus = uk_service_focus } available = { 447 = { CONTROLLER = { OR = { tag = ENG is_subject_of = ENG } } } } icon = GFX_goal_generic_construct_military x = 29 y = 2 cost = 10 completion_reward = { 447 = { add_building_construction = { type = coastal_bunker level = 2 province = 4076 instant_build = yes } add_building_construction = { type = naval_base level = 2 province = 4076 instant_build = yes } } } } focus = { id = uk_rock_focus prerequisite = { focus = uk_mediterranean_focus } mutually_exclusive = { focus = uk_spain_focus } available = { 118 = { is_owned_and_controlled_by = ENG } } icon = GFX_goal_generic_construct_military x = 25 y = 3 cost = 10 completion_reward = { 118 = { add_building_construction = { type = bunker level = 4 province = 4135 instant_build = yes } } } } focus = { id = uk_spain_focus prerequisite = { focus = uk_mediterranean_focus } mutually_exclusive = { focus = uk_rock_focus } available = { any_other_country = { original_tag = SPR exists = yes has_war = no NOT = { is_in_faction_with = ENG } } } #SPA/SPR not in a faction #prerequisite = { focus = uk_carrier_focus } icon = GFX_goal_generic_demand_territory x = 27 y = 3 cost = 10 ai_will_do = { factor = 1 } completion_reward = { # + relations with SPA/SPR - they become more democratic and like fascist/commies less every_other_country = { limit = { original_tag = SPR } add_opinion_modifier = { target = ENG modifier = democratic_leanings_good } add_ideas = democratic_influence country_event = { id = generic.1 } every_other_country = { limit = { NOT = { has_government = democratic } num_of_factories > 30 } add_opinion_modifier = { target = PREV modifier = democratic_leanings_bad } } } hidden_effect = { news_event = { hours = 5 id = news.224 } } } } focus = { id = uk_protect_suez prerequisite = { focus = uk_mediterranean_focus } icon = GFX_goal_generic_defence x = 28 y = 4 cost = 10 ai_will_do = { factor = 1 } available = { 447 = { CONTROLLER = { OR = { tag = ENG is_subject_of = ENG } } } } available_if_capitulated = yes # Needs province based trigger to work properly #bypass = { # 447 = { # free_building_slots = { # building = coastal_bunker # size < 1 # } # free_building_slots = { # building = naval_base # size < 1 # } # free_building_slots = { # building = air_base # size < 1 # } # free_building_slots = { # building = bunker # size < 1 # } # } #} completion_reward = { 447 = { add_building_construction = { type = coastal_bunker level = 1 province = 4076 instant_build = yes } add_building_construction = { type = naval_base level = 1 province = 4076 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_building_construction = { type = bunker level = 1 province = 1071 instant_build = yes } } } } focus = { id = uk_balkan_strategy prerequisite = { focus = uk_protect_suez } prerequisite = { focus = uk_malta_focus } icon = GFX_goal_generic_improve_relations bypass = { NOT = { country_exists = YUG country_exists = GRE country_exists = ROM country_exists = BUL country_exists = HUN } } x = 29 y = 5 cost = 10 ai_will_do = { factor = 1 } completion_reward = { YUG = { add_opinion_modifier = { target = ENG modifier = balkan_strategy_good } } GRE = { add_opinion_modifier = { target = ENG modifier = balkan_strategy_good } } ROM = { add_opinion_modifier = { target = ENG modifier = balkan_strategy_good } } BUL = { add_opinion_modifier = { target = ENG modifier = balkan_strategy_bad } } HUN = { add_opinion_modifier = { target = ENG modifier = balkan_strategy_bad } } hidden_effect = { news_event = { hours = 6 id = news.228 } } if = { limit = { has_dlc = "Death or Dishonor" } country_event = { id = DOD_yugoslavia.40 days = 5 } } } } focus = { id = uk_sanction_italy_focus available = { ITA = { ENG_focus_available_embargo_sanction = yes } } prerequisite = { focus = uk_balkan_strategy } icon = GFX_goal_generic_trade x = 29 y = 6 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { ITA = { add_opinion_modifier = { target = ENG modifier = minor_sanctions } add_opinion_modifier = { target = ENG modifier = minor_sanctions_relations } } } } focus = { id = ENG_war_with_italy available = { has_offensive_war = no ITA = { ENG_focus_available_war = yes } } will_lead_to_war_with = ITA prerequisite = { focus = uk_sanction_italy_focus } icon = GFX_goal_generic_major_war x = 29 y = 7 cost = 10 ai_will_do = { factor = 1 } completion_reward = { create_wargoal = { type = puppet_wargoal_focus target = ITA } } } focus = { id = uk_turkey_focus prerequisite = { focus = uk_protect_suez } mutually_exclusive = { focus = uk_greece_focus } available = { TUR = { exists = yes has_war = no NOT = { is_in_faction_with = ENG } is_subject = no } } #TUR not in a faction #prerequisite = { focus = uk_battleship_focus } icon = GFX_goal_generic_political_pressure x = 25 y = 5 cost = 10 ai_will_do = { factor = 1 } completion_reward = { # + relations with TUR - they become more democratic and like fascist/commies less if = { limit = { has_government = democratic } TUR = { add_opinion_modifier = { target = ENG modifier = democratic_leanings_good } add_ideas = democratic_influence country_event = { id = generic.1 } } every_other_country = { limit = { NOT = { has_government = democratic } num_of_factories > 30 } add_opinion_modifier = { target = TUR modifier = democratic_leanings_bad } } } if = { limit = { has_government = communism } TUR = { add_opinion_modifier = { target = ENG modifier = communism_leanings_good } add_ideas = communist_influence country_event = { id = generic.1 } } every_other_country = { limit = { NOT = { has_government = communism } num_of_factories > 30 } add_opinion_modifier = { target = TUR modifier = communism_leanings_bad } } } if = { limit = { has_government = fascism } TUR = { add_opinion_modifier = { target = ENG modifier = fascism_leanings_good } add_ideas = fascist_influence country_event = { id = generic.1 } } every_other_country = { limit = { NOT = { has_government = fascism } num_of_factories > 30 } add_opinion_modifier = { target = TUR modifier = fascism_leanings_bad } } } hidden_effect = { news_event = { hours = 6 id = news.225 } } } } focus = { id = uk_greece_focus prerequisite = { focus = uk_protect_suez } mutually_exclusive = { focus = uk_turkey_focus } available = { GRE = { exists = yes has_war = no NOT = { is_in_faction_with = ENG } } } icon = GFX_goal_generic_political_pressure x = 27 y = 5 cost = 10 completion_reward = { GRE = { add_opinion_modifier = { target = ENG modifier = democratic_leanings_good } add_ideas = democratic_influence country_event = { id = generic.1 } } every_other_country = { limit = { NOT = { has_government = democratic } num_of_factories > 30 } add_opinion_modifier = { target = GRE modifier = democratic_leanings_bad } } hidden_effect = { news_event = { hours = 6 id = news.226 } } } } focus = { id = uk_malta_focus prerequisite = { focus = uk_mediterranean_focus } available = { 116 = { is_owned_and_controlled_by = ENG } } icon = GFX_goal_generic_construct_military x = 30 y = 4 cost = 10 available_if_capitulated = yes # Needs province based trigger to work properly #bypass = { # 116 = { # free_building_slots = { # building = coastal_bunker # size < 2 # } # free_building_slots = { # building = air_base # size < 1 # } # } #} completion_reward = { 116 = { add_building_construction = { type = coastal_bunker level = 2 province = 12003 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } } } } focus = { id = uk_iraq_focus available = { IRQ = { OR = { communism > 0.2 fascism > 0.2 } } } #UK at war with fascist/commie. iraq is fascist/commie bypass = { IRQ = { exists = no } } will_lead_to_war_with = IRQ prerequisite = { focus = uk_mediterranean_focus } icon = GFX_goal_generic_occupy_states_ongoing_war x = 32 y = 3 cost = 10 ai_will_do = { factor = 1 } completion_reward = { create_wargoal = { type = take_state_focus target = IRQ generator = { 291 } } } } focus = { id = uk_iran_focus available = { PER = { exists = yes OR = { communism > 0.2 fascism > 0.2 } } } #UK at war with fascist/commie. iran is fascist/commie bypass = { PER = { exists = no } } will_lead_to_war_with = PER prerequisite = { focus = uk_iraq_focus } icon = GFX_goal_generic_forceful_treaty x = 32 y = 4 cost = 10 ai_will_do = { factor = 1 } completion_reward = { create_wargoal = { type = take_state_focus target = PER generator = { 266 } } } } focus = { id = ENG_embargo_ussr prerequisite = { focus = uk_iran_focus } available = { SOV = { ENG_focus_available_embargo_sanction = yes } } icon = GFX_goal_generic_trade x = 32 y = 5 cost = 10 available_if_capitulated = yes completion_reward = { SOV = { add_opinion_modifier = { target = ENG modifier = minor_sanctions } add_opinion_modifier = { target = ENG modifier = minor_sanctions_relations } } } } focus = { id = ENG_war_with_ussr prerequisite = { focus = ENG_embargo_ussr } available = { has_offensive_war = no SOV = { ENG_focus_available_war = yes } } will_lead_to_war_with = SOV icon = GFX_goal_generic_war_with_comintern x = 32 y = 6 cost = 10 completion_reward = { create_wargoal = { type = puppet_wargoal_focus target = SOV } } } ### END SECURE IRAQ/IRAN BRANCH ### focus = { id = uk_colonial_focus prerequisite = { focus = uk_service_focus } icon = GFX_goal_generic_position_armies x = 20 y = 2 cost = 10 available_if_capitulated = yes completion_reward = { add_ideas = { ENG_colonial_elite } } } focus = { id = uk_asia_focus prerequisite = { focus = uk_colonial_focus } available = { 336 = { CONTROLLER = { OR = { tag = ENG is_subject_of = ENG } } } 326 = { CONTROLLER = { OR = { tag = ENG is_subject_of = ENG } } } } icon = GFX_goal_generic_construct_civilian x = 17 y = 3 cost = 10 available_if_capitulated = yes bypass = { 336 = { free_building_slots = { building = dockyard size < 1 include_locked = yes } } 326 = { free_building_slots = { building = industrial_complex size < 1 include_locked = yes } } } completion_reward = { 336 = { if = { limit = { is_owned_by = ENG} add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } } } 326 = { if = { limit = { is_owned_by = ENG} add_extra_state_shared_building_slots = 1 add_building_construction = { type = industrial_complex level = 1 instant_build = yes } } } } } focus = { id = uk_burma_focus prerequisite = { focus = uk_asia_focus } available = { CHI = { has_war_with = JAP NOT = { has_war_with = ENG } } JAP = { NOT = { is_in_faction_with = ENG } } } bypass = { CHI = { exists = no } } icon = GFX_goal_generic_construct_infrastructure x = 15 y = 4 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes bypass = { 640 = { free_building_slots = { building = infrastructure size < 1 } } 325 = { free_building_slots = { building = infrastructure size < 1 } } 601 = { free_building_slots = { building = infrastructure size < 2 } free_building_slots = { building = air_base size < 1 } free_building_slots = { building = arms_factory size < 1 include_locked = yes } } } completion_reward = { 640 = { if = { limit = { OR = { ENG = { controls_state = 640 } any_other_country = { is_in_faction_with = ENG controls_state = 640 } } } add_building_construction = { type = infrastructure level = 2 instant_build = yes } add_building_construction = { type = air_base level = 2 instant_build = yes } } } 325 = { if = { limit = { OR = { CHI = { controls_state = 325 } any_other_country = { is_in_faction_with = CHI controls_state = 640 } } } add_building_construction = { type = infrastructure level = 2 instant_build = yes } add_building_construction = { type = air_base level = 2 instant_build = yes } } } 601 = { if = { limit = { OR = { CHI = { controls_state = 601 } any_other_country = { is_in_faction_with = CHI controls_state = 601 } } } add_building_construction = { type = infrastructure level = 2 instant_build = yes } add_building_construction = { type = air_base level = 1 instant_build = yes } add_extra_state_shared_building_slots = 1 add_building_construction = { type = arms_factory level = 1 instant_build = yes } } } CHI = { add_opinion_modifier = { target = ENG modifier = burma_road_good } country_event = britain.4 } YUN = { add_opinion_modifier = { target = ENG modifier = burma_road_good } country_event = britain.5 } JAP = { add_opinion_modifier = { target = ENG modifier = burma_road_bad } } } } focus = { id = uk_sanction_japan_focus available = { JAP = { ENG_focus_available_embargo_sanction = yes } } prerequisite = { focus = uk_burma_focus } icon = GFX_goal_generic_trade x = 15 y = 6 cost = 10 ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { JAP = { add_opinion_modifier = { target = ENG modifier = minor_sanctions } add_opinion_modifier = { target = ENG modifier = minor_sanctions_relations } } } } focus = { id = ENG_war_with_japan available = { has_offensive_war = no JAP = { ENG_focus_available_war = yes } } will_lead_to_war_with = JAP prerequisite = { focus = uk_sanction_japan_focus } prerequisite = { focus = peninsular_focus } prerequisite = { focus = hk_air_focus } icon = GFX_goal_generic_major_war x = 17 y = 7 cost = 10 ai_will_do = { factor = 1 } completion_reward = { create_wargoal = { type = puppet_wargoal_focus target = JAP } } } focus = { id = singapore_focus prerequisite = { focus = uk_asia_focus } icon = GFX_goal_generic_fortify_city x = 17 y = 4 cost = 10 available = { 336 = { CONTROLLER = { OR = { tag = ENG is_subject_of = ENG } } } } ai_will_do = { factor = 1 } available_if_capitulated = yes completion_reward = { 336 = { add_building_construction = { type = coastal_bunker level = 3 province = 12299 instant_build = yes } if = { limit = { CONTROLLER = { NOT = { tag = ENG } } } CONTROLLER = { add_autonomy_ratio = { value = -0.02 localization = singapore_focus } } } } } } focus = { id = sp_landward_forts_focus prerequisite = { focus = singapore_focus } icon = GFX_goal_generic_construct_military x = 17 y = 5 cost = 10 ai_will_do = { factor = 1 } available = { 336 = { CONTROLLER = { OR = { tag = ENG is_subject_of = ENG } } } } available_if_capitulated = yes bypass = { 336 = { free_building_slots = { building = anti_air_building size < 2 } } } completion_reward = { 336 = { add_building_construction = { type = bunker level = 3 province = 12299 instant_build = yes } add_building_construction = { type = anti_air_building level = 2 instant_build = yes } if = { limit = { CONTROLLER = { NOT = { tag = ENG } } } CONTROLLER = { add_autonomy_ratio = { value = -0.02 localization = sp_landward_forts_focus } } } } } } focus = { id = peninsular_focus prerequisite = { focus = sp_landward_forts_focus } icon = GFX_goal_generic_construction2 x = 17 y = 6 cost = 10 ai_will_do = { factor = 1 } available = { 336 = { CONTROLLER = { OR = { tag = ENG is_subject_of = ENG } } } } available_if_capitulated = yes completion_reward = { 336 = { add_building_construction = { type = bunker level = 2 province = 7329 instant_build = yes } add_building_construction = { type = bunker level = 2 province = 4310 instant_build = yes } add_building_construction = { type = bunker level = 2 province = 7342 instant_build = yes } if = { limit = { CONTROLLER = { NOT = { tag = ENG } } } CONTROLLER = { add_autonomy_ratio = { value = -0.02 localization = peninsular_focus } } } } } } focus = { id = hongkong_focus prerequisite = { focus = uk_asia_focus } icon = GFX_goal_generic_fortify_city x = 19 y = 4 cost = 10 ai_will_do = { factor = 0.25 } available = { 326 = { CONTROLLER = { OR = { tag = ENG is_subject_of = ENG } } } } available_if_capitulated = yes completion_reward = { 326 = { add_building_construction = { type = coastal_bunker level = 3 province = 10062 instant_build = yes } } } } focus = { id = hk_landward_forts_focus prerequisite = { focus = hongkong_focus } icon = GFX_goal_generic_construct_military x = 19 y = 5 cost = 10 ai_will_do = { factor = 1 } available = { 326 = { CONTROLLER = { OR = { tag = ENG is_subject_of = ENG } } } } available_if_capitulated = yes bypass = { 326 = { free_building_slots = { building = anti_air_building size < 2 } } } completion_reward = { 326 = { add_building_construction = { type = bunker level = 3 province = 10062 instant_build = yes } add_building_construction = { type = anti_air_building level = 2 instant_build = yes } } } } focus = { id = hk_air_focus prerequisite = { focus = hk_landward_forts_focus } icon = GFX_goal_generic_construct_civilian x = 19 y = 6 cost = 10 ai_will_do = { factor = 1 } available = { 326 = { CONTROLLER = { OR = { tag = ENG is_subject_of = ENG } } } } available_if_capitulated = yes bypass = { 326 = { free_building_slots = { building = anti_air_building size < 2 } free_building_slots = { building = air_base size < 2 } } } completion_reward = { 326 = { add_building_construction = { type = anti_air_building level = 2 instant_build = yes } add_building_construction = { type = air_base level = 2 instant_build = yes } } } } focus = { id = uk_china_focus prerequisite = { focus = hk_air_focus } available = { CHI = { exists = yes } } cancel = { CHI = { exists = no } } icon = GFX_goal_generic_improve_relations x = 19 y = 7 cost = 10 ai_will_do = { factor = 1 modifier = { factor = 0 is_historical_focus_on = yes } } completion_reward = { CHI = { add_opinion_modifier = { target = ENG modifier = democratic_leanings_good } add_ideas = democratic_influence country_event = { id = generic.1 } } every_other_country = { limit = { NOT = { has_government = democratic } num_of_factories > 30 } add_opinion_modifier = { target = CHI modifier = democratic_leanings_bad } } } } focus = { id = uk_commonwealth_focus prerequisite = { focus = uk_colonial_focus } available = { } icon = GFX_goal_generic_improve_relations x = 22 y = 3 cost = 10 available_if_capitulated = yes completion_reward = { CAN = { if = { limit = { is_in_faction_with = ENG } add_opinion_modifier = { target = ENG modifier = democratic_leanings_good } } } AST = { if = { limit = { is_in_faction_with = ENG } add_opinion_modifier = { target = ENG modifier = democratic_leanings_good } } } RAJ = { if = { limit = { is_in_faction_with = ENG } add_opinion_modifier = { target = ENG modifier = democratic_leanings_good } } } NZL = { if = { limit = { is_in_faction_with = ENG } add_opinion_modifier = { target = ENG modifier = democratic_leanings_good } } } SAF = { if = { limit = { is_in_faction_with = ENG } add_opinion_modifier = { target = ENG modifier = democratic_leanings_good } } } } } focus = { id = uk_india_focus prerequisite = { focus = uk_commonwealth_focus } available = { is_in_faction_with = RAJ } icon = GFX_goal_generic_construct_civ_factory x = 21 y = 5 cost = 10 available_if_capitulated = yes bypass = { RAJ = { custom_trigger_tooltip = { tooltip = construction_effort_tt all_owned_state = { free_building_slots = { building = industrial_complex size < 1 include_locked = yes } } } } } complete_tooltip = { RAJ = { add_opinion_modifier = { target = ENG modifier = aided_industry } every_state = { limit = { has_state_flag = ENG_uk_india_focus_2IC } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } } every_state = { limit = { has_state_flag = ENG_uk_india_focus_1IC } add_extra_state_shared_building_slots = 1 add_building_construction = { type = industrial_complex level = 1 instant_build = yes } } add_autonomy_ratio = { value = -0.05 localization = uk_india_focus } } } completion_reward = { RAJ = { add_opinion_modifier = { target = ENG modifier = aided_industry } 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 } set_state_flag = ENG_uk_india_focus_2IC } 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 } set_state_flag = ENG_uk_india_focus_2IC } 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 = ENG_uk_india_focus_1IC } add_autonomy_ratio = { value = -0.05 localization = uk_india_focus } } } } focus = { id = uk_free_india_focus prerequisite = { focus = uk_india_focus } available = { if = { limit = { has_dlc = "Together for Victory" } date > 1943.10.01 RAJ = { is_subject_of = ENG has_war = no } else = { has_global_flag = indian_national_army_setup RAJ = { is_puppet_of = ENG } } } } #counters JAP's indian army focus icon = GFX_goal_generic_improve_relations x = 21 y = 6 cost = 10 available_if_capitulated = yes completion_reward = { if = { limit = { has_dlc = "Together for Victory" } RAJ = { set_autonomy = { target = RAJ autonomy_state = autonomy_free } } else = { set_global_flag = indian_independence_promised add_timed_idea = { idea = indian_independence_promised_idea days = 1460 } RAJ = { remove_ideas = RAJ_azad_hind } } } } } focus = { id = uk_australia_focus prerequisite = { focus = uk_commonwealth_focus } available = { is_in_faction_with = AST } bypass = { AST = { exists = no } } icon = GFX_goal_generic_construct_civilian x = 23 y = 5 cost = 10 available_if_capitulated = yes bypass = { AST = { custom_trigger_tooltip = { tooltip = construction_effort_tt all_owned_state = { free_building_slots = { building = industrial_complex size < 1 include_locked = yes } } } custom_trigger_tooltip = { tooltip = naval_effort_tt all_owned_state = { free_building_slots = { building = dockyard size < 1 include_locked = yes } } } } } complete_tooltip = { AST = { add_opinion_modifier = { target = ENG modifier = aided_industry } every_state = { limit = { has_state_flag = ENG_uk_australia_focus_1IC } add_extra_state_shared_building_slots = 1 add_building_construction = { type = industrial_complex level = 1 instant_build = yes } } every_state = { limit = { has_state_flag = ENG_uk_australia_focus_2dockyards } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } } every_state = { limit = { has_state_flag = ENG_uk_australia_focus_1dockyard } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } } add_autonomy_ratio = { value = -0.05 localization = uk_australia_focus } } } completion_reward = { AST = { add_opinion_modifier = { target = ENG modifier = aided_industry } 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 = ENG_uk_australia_focus_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 = ENG_uk_australia_focus_1IC } random_owned_controlled_state = { limit = { is_coastal = 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 = ENG_uk_australia_focus_2dockyards } random_owned_controlled_state = { limit = { is_coastal = yes free_building_slots = { building = dockyard size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } set_state_flag = ENG_uk_australia_focus_1dockyard } add_autonomy_ratio = { value = -0.05 localization = uk_australia_focus } } } } focus = { id = uk_new_zealand_focus prerequisite = { focus = uk_australia_focus } available = { is_in_faction_with = NZL } icon = GFX_goal_generic_construction x = 23 y = 6 cost = 10 available_if_capitulated = yes bypass = { NZL = { custom_trigger_tooltip = { tooltip = construction_effort_tt all_owned_state = { free_building_slots = { building = industrial_complex size < 1 include_locked = yes } } } custom_trigger_tooltip = { tooltip = naval_effort_tt all_owned_state = { free_building_slots = { building = dockyard size < 1 include_locked = yes } } } } } complete_tooltip = { NZL = { add_opinion_modifier = { target = ENG modifier = aided_industry } every_state = { limit = { has_state_flag = ENG_uk_new_zealand_focus_1IC } add_extra_state_shared_building_slots = 1 add_building_construction = { type = industrial_complex level = 1 instant_build = yes } } every_state = { limit = { has_state_flag = ENG_uk_new_zealand_focus_2dockyards } add_extra_state_shared_building_slots = 2 add_building_construction = { type = dockyard level = 2 instant_build = yes } } every_state = { limit = { has_state_flag = ENG_uk_new_zealand_focus_1dockyard } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } } add_autonomy_ratio = { value = -0.05 localization = uk_new_zealand_focus } } } completion_reward = { NZL = { add_opinion_modifier = { target = ENG modifier = aided_industry } 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 = ENG_uk_new_zealand_focus_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 = ENG_uk_new_zealand_focus_1IC } random_owned_controlled_state = { limit = { is_coastal = 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 = ENG_uk_new_zealand_focus_2dockyards } random_owned_controlled_state = { limit = { is_coastal = yes free_building_slots = { building = dockyard size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } set_state_flag = ENG_uk_new_zealand_focus_1dockyard } add_autonomy_ratio = { value = -0.05 localization = uk_new_zealand_focus } } } } focus = { id = uk_canada_focus prerequisite = { focus = uk_commonwealth_focus } available = { is_in_faction_with = CAN } icon = GFX_goal_generic_construct_civ_factory x = 22 y = 4 cost = 10 available_if_capitulated = yes bypass = { CAN = { custom_trigger_tooltip = { tooltip = construction_effort_tt all_owned_state = { free_building_slots = { building = industrial_complex size < 1 include_locked = yes } } } custom_trigger_tooltip = { tooltip = naval_effort_tt all_owned_state = { free_building_slots = { building = dockyard size < 1 include_locked = yes } } } } } complete_tooltip = { CAN = { add_opinion_modifier = { target = ENG modifier = aided_industry } every_state = { limit = { has_state_flag = ENG_uk_canada_focus_2IC } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } } every_state = { limit = { has_state_flag = ENG_uk_canada_focus_1IC } add_extra_state_shared_building_slots = 1 add_building_construction = { type = industrial_complex level = 1 instant_build = yes } } every_state = { limit = { has_state_flag = ENG_uk_canada_focus_1dockyard } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } } add_autonomy_ratio = { value = -0.05 localization = uk_canada_focus } } } completion_reward = { CAN = { add_opinion_modifier = { target = ENG modifier = aided_industry } 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 } set_state_flag = ENG_uk_canada_focus_2IC } 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 = ENG_uk_canada_focus_1IC } random_owned_controlled_state = { limit = { is_coastal = yes free_building_slots = { building = dockyard size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } set_state_flag = ENG_uk_canada_focus_1dockyard } random_owned_controlled_state = { limit = { is_coastal = yes free_building_slots = { building = dockyard size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } set_state_flag = ENG_uk_canada_focus_1dockyard } add_autonomy_ratio = { value = -0.05 localization = uk_canada_focus } } } } focus = { id = uk_south_africa_focus prerequisite = { focus = uk_commonwealth_focus } available = { is_in_faction_with = SAF } icon = GFX_goal_generic_construct_civ_factory x = 24 y = 4 cost = 10 available_if_capitulated = yes bypass = { SAF = { custom_trigger_tooltip = { tooltip = construction_effort_tt all_owned_state = { free_building_slots = { building = industrial_complex size < 1 include_locked = yes } } } custom_trigger_tooltip = { tooltip = naval_effort_tt all_owned_state = { free_building_slots = { building = dockyard size < 1 include_locked = yes } } } } } complete_tooltip = { SAF = { add_opinion_modifier = { target = ENG modifier = aided_industry } every_state = { limit = { has_state_flag = ENG_uk_south_africa_focus_2IC } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } } every_state = { limit = { has_state_flag = ENG_uk_south_africa_focus_1IC } add_extra_state_shared_building_slots = 1 add_building_construction = { type = industrial_complex level = 1 instant_build = yes } } every_state = { limit = { has_state_flag = ENG_uk_south_africa_focus_1dockyard } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } } add_autonomy_ratio = { value = -0.05 localization = uk_south_africa_focus } } } completion_reward = { SAF = { add_opinion_modifier = { target = ENG modifier = aided_industry } 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 } set_state_flag = ENG_uk_south_africa_focus_2IC } 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 = ENG_uk_south_africa_focus_1IC } random_owned_controlled_state = { limit = { is_coastal = yes free_building_slots = { building = dockyard size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } set_state_flag = ENG_uk_south_africa_focus_1dockyard } random_owned_controlled_state = { limit = { is_coastal = yes free_building_slots = { building = dockyard size > 0 include_locked = yes } } add_extra_state_shared_building_slots = 1 add_building_construction = { type = dockyard level = 1 instant_build = yes } set_state_flag = ENG_uk_south_africa_focus_1dockyard } add_autonomy_ratio = { value = -0.05 localization = uk_south_africa_focus } } } } }