focus_tree = {
	id = ZPA
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = ZPA
		}
	}
	default = no
	focus = {
		id = per_podderzka_imperat
		icon = GFX_goal_per_podderzka_imperat
		cost = 5
		x = 7
		y = 0
		ai_will_do = {
			factor = 50
		}
		completion_reward = {
			add_political_power = 50
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		}
	}
	focus = {
		id = per_prom1
		icon = GFX_goal_generic_construction
		cost = 10
		prerequisite = {
			focus = per_podderzka_imperat
		}
		x = 4
		y = 1
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size > 0
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = industrial_complex
										size > 0
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = industrial_complex
												size > 0
												include_locked = yes
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = industrial_complex
																				size > 0
																				include_locked = yes
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_extra_state_shared_building_slots = 1
								add_building_construction = {
										type = industrial_complex
										level = 1
										instant_build = yes
									}
							}
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = industrial_complex
												size > 0
												include_locked = yes
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = industrial_complex
																				size > 0
																				include_locked = yes
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_extra_state_shared_building_slots = 1
								add_building_construction = {
										type = industrial_complex
										level = 1
										instant_build = yes
									}
							}
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = industrial_complex
												size > 0
												include_locked = yes
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = industrial_complex
																				size > 0
																				include_locked = yes
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_extra_state_shared_building_slots = 1
								add_building_construction = {
										type = industrial_complex
										level = 1
										instant_build = yes
									}
							}
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = industrial_complex
												size > 0
												include_locked = yes
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = industrial_complex
																				size > 0
																				include_locked = yes
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_extra_state_shared_building_slots = 1
								add_building_construction = {
										type = industrial_complex
										level = 1
										instant_build = yes
									}
							}
					}
	}
	focus = {
		id = per_motor1
		icon = GFX_goal_per_motor1
		cost = 10
		prerequisite = {
			focus = per_prom1
		}
		x = 2
		y = 2
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			country_event = {
				id = parfir.15
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size > 0
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = industrial_complex
										size > 0
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
		}		
	}
	focus = {
		id = per_motor2
		icon = GFX_goal_generic_construct_civ_factory
		cost = 5
		prerequisite = {
			focus = per_motor1
		}
		x = 2
		y = 3
				ai_will_do = {
						factor = 10
					}

				completion_reward = {
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = arms_factory
												size > 0
												include_locked = yes
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = arms_factory
																				size > 0
																				include_locked = yes
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_extra_state_shared_building_slots = 1
								add_building_construction = {
										type = arms_factory
										level = 1
										instant_build = yes
									}
							}
					}

				bypass = {
						custom_trigger_tooltip = {
								tooltip = production_effort_tt
								all_owned_state = {
										free_building_slots = {
												building = arms_factory
												size < 1
												include_locked = yes
											}
									}
							}
					}


	}
	focus = {
		id = per_motor3
		icon = GFX_goal_generic_production2
		cost = 5
		prerequisite = {
			focus = per_motor2
		}
		x = 1
		y = 4
				ai_will_do = {
						factor = 4
					}

				completion_reward = {
						army_experience = 10
						add_political_power = 50
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = industrial_complex
												size > 0
												include_locked = yes
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = industrial_complex
																				size > 0
																				include_locked = yes
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_extra_state_shared_building_slots = 1
								add_building_construction = {
										type = industrial_complex
										level = 1
										instant_build = yes
									}
							}
					}
	}
	focus = {
		id = per_steel_tank
		icon = GFX_goal_generic_trade
		cost = 5
		prerequisite = {
			focus = per_motor2
		}
		x = 3
		y = 4
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_resource = {
				type = tungsten
				amount = 20
				state = 411
			}
			add_resource = {
				type = oil
				amount = 16
				state = 411
			}
		}
		available = {
			controls_state = 411
		}
	}
	focus = {
		id = per_zavod
		icon = GFX_goal_generic_air_production
		cost = 10
		prerequisite = {
			focus = per_steel_tank
		}
		x = 3
		y = 5
				ai_will_do = {
						factor = 5
					}

				completion_reward = {
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = infrastructure
												size > 0
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = infrastructure
																				size > 0
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_building_construction = {
										type = infrastructure
										level = 1
										instant_build = yes
									}
							}
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = infrastructure
												size > 1
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = infrastructure
																				size > 1
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_building_construction = {
										type = infrastructure
										level = 2
										instant_build = yes
									}
							}
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = infrastructure
												size > 1
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = infrastructure
																				size > 1
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_building_construction = {
										type = infrastructure
										level = 2
										instant_build = yes
									}
							}
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = infrastructure
												size > 1
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = infrastructure
																				size > 1
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_building_construction = {
										type = infrastructure
										level = 2
										instant_build = yes
									}
							}
					}

				bypass = {
						custom_trigger_tooltip = {
								tooltip = infrastructure_effort_tt
								all_owned_state = {
										free_building_slots = {
												building = infrastructure
												size < 1
											}
									}
							}
					}


	}
	focus = {
		id = per_avia1
		icon = GFX_goal_generic_air_bomber
		cost = 10
		prerequisite = {
			focus = per_zavod
		}
		x = 3
		y = 6
				ai_will_do = {
						factor = 3
					}

				completion_reward = {
						air_experience = 25
						if = {
								limit = {
										capital_scope = {
												NOT = {
														free_building_slots = {
																building = air_base
																size > 1
															}
													}
											}
									}
								random_owned_controlled_state = {
										limit = {
												free_building_slots = {
														building = air_base
														size > 1
													}
											}
										add_building_construction = {
												type = air_base
												level = 2
												instant_build = yes
											}
										ROOT = {
												set_country_flag = aviation_effort_AB
											}
									}
							}
						if = {
								limit = {
										capital_scope = {
												free_building_slots = {
														building = air_base
														size > 1
													}
											}
									}
								capital_scope = {
										add_building_construction = {
												type = air_base
												level = 2
												instant_build = yes
											}
										ROOT = {
												set_country_flag = aviation_effort_AB
											}
									}
							}
						add_doctrine_cost_reduction = {
								name = air_doc_bonus
								cost_reduction = 0.25
								uses = 1
								category = air_doctrine
							}
					}


	}
	focus = {
		id = per_istrebiteli
		icon = GFX_goal_generic_build_airforce
		cost = 10
		prerequisite = {
			focus = per_avia1
		}
		x = 3
		y = 9
				ai_will_do = {
						factor = 3
					}

				completion_reward = {
						air_experience = 25
						add_tech_bonus = {
								name = fighter_bonus
								bonus = 0.5
								uses = 2
								technology = early_fighter
								technology = fighter1
								technology = fighter2
								technology = fighter3
								technology = heavy_fighter1
								technology = heavy_fighter2
								technology = heavy_fighter3
							}
					}


	}
	focus = {
		id = per_taktic_bomberr
		icon = GFX_goal_generic_air_bomber
		cost = 10
		prerequisite = {
			focus = per_istrebiteli
		}
		x = 3
		y = 10
				ai_will_do = {
						factor = 3
					}

				completion_reward = {
						add_tech_bonus = {
								name = bomber_bonus
								bonus = 0.5
								uses = 2
								technology = strategic_bomber1
								technology = strategic_bomber2
								technology = strategic_bomber3
								category = tactical_bomber
							}
					}


	}
	focus = {
		id = per_resourse_iranskye
		icon = GFX_goal_generic_positive_trade_relations
		cost = 10
		prerequisite = {
			focus = per_prom1
		}
		x = 4
		y = 2
				ai_will_do = {
						factor = 4
					}

				completion_reward = {
						add_resource = {
								type = steel
								amount = 23
								state = 414
							}
						414 = {
								add_extra_state_shared_building_slots = 2
							}
					}

				available = {
						controls_state = 414
					}


	}
	focus = {
		id = per_prom2
		icon = GFX_goal_generic_construction2
		cost = 10
		prerequisite = {
			focus = per_prom1
		}
		x = 6
		y = 2
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_resource = {
				type = steel
				amount = 32
				state = 266
			}
						add_resource = {
								type = rubber
								amount = 14
								state = 266
							}
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = industrial_complex
												size > 0
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = industrial_complex
																				size > 0
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_extra_state_shared_building_slots = 1	
								add_building_construction = {
										type = industrial_complex
										level = 1
										instant_build = yes
									}
							}
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = industrial_complex
												size > 1
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = industrial_complex
																				size > 1
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_extra_state_shared_building_slots = 1		
								add_building_construction = {
										type = industrial_complex
										level = 2
										instant_build = yes
									}
							}
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = industrial_complex
												size > 1
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = industrial_complex
																				size > 1
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_extra_state_shared_building_slots = 1	
								add_building_construction = {
										type = industrial_complex
										level = 2
										instant_build = yes
									}
							}
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = industrial_complex
												size > 1
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = industrial_complex
																				size > 1
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_extra_state_shared_building_slots = 1	
								add_building_construction = {
										type = industrial_complex
										level = 2
										instant_build = yes
									}
							}
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = industrial_complex
												size > 1
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = industrial_complex
																				size > 1
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_extra_state_shared_building_slots = 1	
								add_building_construction = {
										type = industrial_complex
										level = 2
										instant_build = yes
									}
							}
					}

				available = {
						controls_state = 266
					}
	}
	focus = {
		id = per_prom_arm
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10
		prerequisite = {
			focus = per_prom2
		}
		x = 5
		y = 3
				ai_will_do = {
						factor = 20
					}

				completion_reward = {
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = arms_factory
												size > 0
												include_locked = yes
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = arms_factory
																				size > 0
																				include_locked = yes
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_extra_state_shared_building_slots = 1
								add_building_construction = {
										type = arms_factory
										level = 1
										instant_build = yes
									}
							}
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = arms_factory
												size > 0
												include_locked = yes
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = arms_factory
																				size > 0
																				include_locked = yes
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_extra_state_shared_building_slots = 1
								add_building_construction = {
										type = arms_factory
										level = 1
										instant_build = yes
									}
							}
						random_owned_controlled_state = {
								limit = {
										free_building_slots = {
												building = arms_factory
												size > 0
												include_locked = yes
											}
										OR = {
												is_in_home_area = yes
												NOT = {
														owner = {
																any_owned_state = {
																		free_building_slots = {
																				building = arms_factory
																				size > 0
																				include_locked = yes
																			}
																		is_in_home_area = yes
																	}
															}
													}
											}
									}
								add_extra_state_shared_building_slots = 1
								add_building_construction = {
										type = arms_factory
										level = 1
										instant_build = yes
									}
							}
					}

				bypass = {
						custom_trigger_tooltip = {
								tooltip = production_effort_tt
								all_owned_state = {
										free_building_slots = {
												building = arms_factory
												size < 1
												include_locked = yes
											}
									}
							}
					}


	}
	focus = {
		id = per_nauk1
		icon = GFX_goal_generic_army_artillery2
		cost = 10
		prerequisite = {
			focus = per_prom_arm
		}
		x = 5
		y = 4
				ai_will_do = {
						factor = 8
					}

				completion_reward = {
						army_experience = 20
						add_doctrine_cost_reduction = {
								name = land_doc_bonus
								cost_reduction = 0.25
								uses = 1
								category = land_doctrine
							}
						add_tech_bonus = {
								name = infantry_artillery_bonus
								bonus = 0.5
								uses = 1
								category = infantry_weapons
								category = artillery
							}
						add_tech_bonus = {
								name = infantry_artillery_bonus
								ahead_reduction = 1
								uses = 1
								category = infantry_weapons
								category = artillery
							}
					}


	}
	focus = {
		id = per_nauk2
		icon = GFX_goal_generic_air_production
		cost = 10
		prerequisite = {
			focus = per_nauk1
		}
		x = 5
		y = 5
				ai_will_do = {
						factor = 8
					}

				completion_reward = {
						add_tech_bonus = {
								name = motorized_bonus
								ahead_reduction = 0.5
								uses = 1
								category = motorized_equipment
							}
						add_tech_bonus = {
								name = motorized_bonus
								bonus = 0.75
								technology = motorised_infantry
							}
					}


	}
	focus = {
		id = per_nauk3
		icon = GFX_goal_generic_axis_build_infantry
		cost = 10
		prerequisite = {
			focus = per_nauk2
		}
		x = 5
		y = 6
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
						army_experience = 5
						add_tech_bonus = {
								name = special_forces_bonus
								bonus = 0.5
								uses = 2
								technology = paratroopers
								technology = paratroopers2
								technology = marines
								technology = marines2
								technology = tech_mountaineers
								technology = tech_mountaineers2
							}
						add_doctrine_cost_reduction = {
								name = land_doc_bonus
								cost_reduction = 0.25
								uses = 2
								category = land_doctrine
							}
		}
	}
	focus = {
		id = zpa_raketny_poligon
		icon = GFX_goal_ar_focus_kosmodrom
		cost = 10
		prerequisite = {
			focus = per_nauk3
		}
		x = 5
		y = 7
		ai_will_do = {
			factor = 12
		}
		available = {
			date > 1994.01.01
			num_of_factories > 25
			has_tech = advanced_rocket_engines
			owns_state = 411			
			411 = {
				custom_trigger_tooltip = {
					tooltip = ar_est_slot_pod_kosmodrom_tt
					free_building_slots = {
						building = arms_factory 
						size > 0
						include_locked = yes					
					}
				}				
			}
			411 = {
				rocket_site < 1
			}
		}
		completion_reward = {
			add_war_support = 0.02
			air_experience = 25
			411 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = rocket_site
					level = 1
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = per_nauk4
		icon = GFX_focus_research
		cost = 10
		prerequisite = {
			focus = per_prom2
		}
		x = 7
		y = 3
				ai_will_do = {
						factor = 5
					}

				completion_reward = {
						add_research_slot = 1
						add_tech_bonus = {
								name = secret_bonus
								bonus = 0.5
								uses = 2
								category = electronics
							}
					}


	}
	focus = {
		id = zpa_shifrov
		icon = GFX_goal_zpa_shifrov
		cost = 5
		prerequisite = {
			focus = per_nauk4
		}
		x = 7
		y = 4
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_tech_bonus = {
				name = secret_bonus
				bonus = 0.5
				uses = 4
				category = electronics
			}
		}
	}
	focus = {
		id = zpa_bufff_stroika
		icon = GFX_goal_zpa_bufff_stroika
		cost = 10
		prerequisite = {
			focus = zpa_shifrov
		}
		x = 7
		y = 5
		ai_will_do = {
			factor = 4
		}
		completion_reward = {
			add_ideas = zpa_new_stroika
		}
	}
	focus = {
		id = zpa_novye_metody_remonta
		icon = GFX_goal_generic_construction
		cost = 10
		prerequisite = {
			focus = zpa_bufff_stroika
		}
		x = 7
		y = 6
		ai_will_do = {
			factor = 4
		}
		completion_reward = {
			add_stability = 0.01
			add_ideas = zpa_new_remont
		}
	}
	focus = {
		id = zpa_finansirovanie_revansistov
		icon = GFX_goal_zpa_finansirovanie_revansistov
		cost = 10
		prerequisite = {
			focus = per_podderzka_imperat
		}
		x = 10
		y = 1
		ai_will_do = {
			factor = 15
		}
		completion_reward = {
			add_political_power = -20
			remove_ideas = zpa_revansizm_unoficial
			add_timed_idea = {
				idea = revansizm_zpe
				days = 850
			}
			ZHU = {
				country_event = { id = pars.1 }
			}
			hidden_effect = {
				news_event = {
					hours = 12
					id = ar_news.617
				}
				ZRI = {
					country_event = {
						days = 4
						id = parfir.17
					}
				}
			}
		}
	}
	focus = {
		id = zpa_agitatia_v_narode
		icon = GFX_goal_generic_radar
		cost = 5
		prerequisite = {
			focus = zpa_finansirovanie_revansistov
		}
		x = 9
		y = 2
		ai_will_do = {
			factor = 20
		}
		completion_reward = {
			add_timed_idea = {
				idea = zpa_agitatia_v_ostanah
				days = 365
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.06
			}
		}
	}
	focus = {
		id = zpa_agitatia_v_armii
		icon = GFX_goal_generic_axis_build_infantry
		cost = 5
		prerequisite = {
			focus = zpa_finansirovanie_revansistov
		}
		x = 11
		y = 2
		ai_will_do = {
			factor = 20
		}
		completion_reward = {
			add_timed_idea = {
				idea = zpa_agitatia_v_armii
				days = 210
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.06
			}
		}
	}
	focus = {
		id = per_perevorot_imper
		icon = GFX_goal_per_perevorot_imper
		cost = 5
		prerequisite = {
			focus = zpa_agitatia_v_armii
		}
		prerequisite = {
			focus = zpa_agitatia_v_narode
		}
		x = 10
		y = 3
		ai_will_do = {
			factor = 50
		}
		completion_reward = {
			country_event = {
				id = parfir.3
			}
		}
		available = {
			fascism > 0.32
		}
		bypass = {
			has_government = fascism
		}
	}
	focus = {
		id = per_denonce_dogovor
		icon = GFX_goal_generic_political_pressure
		cost = 5
		prerequisite = {
			focus = per_perevorot_imper
		}
		x = 10
		y = 5
		ai_will_do = {
			factor = 50
		}
		completion_reward = {
						add_political_power = 50
						remove_ideas = zpa_no_arm
						add_named_threat = {
								threat = 2
								name = per_denonce_dogovor_threatt
							}
						hidden_effect = {
								news_event = {
										hours = 3
										id = ar_news.616
									}
							}
					}

				available = {
						has_government = fascism
						has_civil_war = no
					}


	}
	focus = {
		id = pe_ukrepl_vlasti
		icon = GFX_goal_generic_national_unity
		cost = 5
		prerequisite = {
			focus = per_denonce_dogovor
		}
		x = 10
		y = 6
		ai_will_do = {
			factor = 50
		}
		completion_reward = {
			add_political_power = 50
			add_stability = 0.05
			create_faction = "persidskaya_sphere"
		}
		available = {
			has_government = fascism
			has_civil_war = no
		}
	}
	focus = {
		id = zpe_put_k_velichiu
		icon = GFX_goal_generic_position_armies
		cost = 10
		prerequisite = {
			focus = pe_ukrepl_vlasti
		}
		x = 10
		y = 7
		ai_will_do = {
			factor = 50
		}
		completion_reward = {
			add_political_power = 50
			add_ideas = zpa_uroki_protiv_rima
			add_ai_strategy = {
				type = befriend
				id = ZBJ
				value = 50
			}
		}
		available = {
			has_government = fascism
		}
	}
	focus = {
		id = zpe_mirovaya_diplomat
		icon = GFX_goal_generic_position_armies
		cost = 5
		prerequisite = {
			focus = zpe_put_k_velichiu
		}
		x = 16
		y = 8
		ai_will_do = {
			factor = 20
		}
		available = {
			has_government = fascism
			has_stability > 0.7
		}
		completion_reward = {	
			add_political_power = 80
			add_stability = 0.01
		}
		
	}
	focus = {
		id = zpa_prisoedinaet_zhu
		icon = GFX_goal_zpa_prisoedinaet_zhu
		cost = 10
		prerequisite = {
			focus = zpe_put_k_velichiu
		}
		x = 9
		y = 8
		ai_will_do = {
			factor = 50
		}
		available = {
			is_subject = no
			has_army_manpower = {
				size > 99999
			}
		}
		completion_reward = {
			ZHU = {
				country_event = parfir.4
			}
		}		
		bypass = {
			OR = {
				AND = {
					controls_state = 412
					controls_state = 413
					controls_state = 410					
				}
				NOT = {
					country_exists = ZHU
				}
				has_war_with = ZHU
			}
		}
	}
	focus = {
		id = per_prom_flot
		icon = GFX_goal_generic_navy_cruiser
		cost = 10
		prerequisite = {
			focus = zpa_prisoedinaet_zhu
		}
		x = 8
		y = 9
				ai_will_do = {
						factor = 4
					}

				completion_reward = {
						navy_experience = 10
						if = {
								limit = {
										NOT = {
												any_owned_state = {
														dockyard > 0
														free_building_slots = {
																building = dockyard
																size > 2
																include_locked = yes
															}
													}
											}
										any_owned_state = {
												is_coastal = yes
											}
									}
								random_owned_controlled_state = {
										limit = {
												is_coastal = yes
												free_building_slots = {
														building = dockyard
														size > 2
														include_locked = yes
													}
											}
										add_extra_state_shared_building_slots = 3
										add_building_construction = {
												type = dockyard
												level = 3
												instant_build = yes
											}
									}
								set_country_flag = naval_effort_built
							}
						if = {
								limit = {
										NOT = {
												has_country_flag = naval_effort_built
											}
										any_owned_state = {
												dockyard > 0
												free_building_slots = {
														building = dockyard
														size > 2
														include_locked = yes
													}
											}
									}
								random_owned_controlled_state = {
										limit = {
												dockyard > 0
												free_building_slots = {
														building = dockyard
														size > 2
														include_locked = yes
													}
											}
										add_extra_state_shared_building_slots = 3
										add_building_construction = {
												type = dockyard
												level = 3
												instant_build = yes
											}
									}
								set_country_flag = naval_effort_built
							}
					}

				available = {
						any_state = {
								is_coastal = yes
								is_controlled_by = ROOT
							}
					}


	}
	focus = {
		id = per_pars_flot_vv
		icon = GFX_goal_generic_navy_battleship
		cost = 5
		prerequisite = {
			focus = zpa_prisoedinaet_zhu
		}
		x = 10
		y = 9
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			navy_experience = 10
			country_event = { id = parfir.22 }			
		}
		available = {
			controls_state = 412 
		}
	}
	focus = {
		id = per_air_anti_navy
		icon = GFX_goal_generic_navy_carrier
		cost = 10
		prerequisite = {
			focus = per_istrebiteli
		}
		prerequisite = {
			focus = per_prom_flot
		}
		x = 5
		y = 10
				ai_will_do = {
						factor = 4
					}

				completion_reward = {
						add_tech_bonus = {
								name = nav_bomber_bonus
								bonus = 0.5
								ahead_reduction = 1
								uses = 1
								category = naval_bomber
							}
					}


	}
	focus = {
		id = per_war_kurd
		icon = GFX_goal_per_war_kurd
		cost = 10
		prerequisite = {
			focus = zpe_put_k_velichiu
		}
		x = 11
		y = 8
		ai_will_do = {
			factor = 18
			modifier = {
				factor = 0.4
				has_war = yes
			}
		}
		completion_reward = {	
			every_state = {
				limit = { is_core_of = ZKS }				
				add_claim_by = ZPA
			}			
			if = {
				limit = {
					country_exists = ZKS
					ZKS = {
						NOT = {
							has_war_with = ZPA
							is_subject_of = ZPA
							is_in_faction_with = ZPA
						}
					}
				}
				create_wargoal = {
					type = annex_everything
					target = ZKS
				}
			}			
		}
		available = {
			is_subject = no
			has_army_manpower = {
				size > 129999
			}
		}
		bypass = {			
			NOT = {
				country_exists = ZKS
			}
		}
	}
	focus = {
		id = per_restavration
		icon = GFX_goal_generic_build_tank
		cost = 5
		prerequisite = {
			focus = zpa_prisoedinaet_zhu
		}
		prerequisite = {
			focus = per_war_kurd
		}
		x = 12
		y = 9
		ai_will_do = {
			factor = 40
		}
		completion_reward = {
			add_named_threat = {
				threat = 7
				name = restav_per
			}
			country_event = {
				id = parfir.1
			}
			hidden_effect = {
				ZRI = {
					add_ai_strategy = {
						type = antagonize
						id = "ZPA"
						value = 100
					}
				}
			}
		}
		available = {
			has_government = fascism
			controls_state = 676
			controls_state = 291
			controls_state = 413						
			controls_state = 885						
			controls_state = 850
		}
	}
	focus = {
		id = per_annex_afg
		icon = GFX_goal_generic_build_tank
		cost = 10
		prerequisite = {
			focus = per_restavration
		}
		x = 11
		y = 10
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
						add_named_threat = {
								threat = 3
								name = per_agress_anti_afganis
							}
						every_state = {
								limit = {
										is_core_of = ZAF
									}
								add_claim_by = ZPA
							}
						every_state = {
								limit = {
										is_core_of = ZPP
									}
								add_claim_by = ZPA
							}
						every_state = {
								limit = {
										is_core_of = ZPS
									}
								add_claim_by = ZPA
							}
						if = {
								limit = {
										ZAF = {
												exists = yes
												NOT = {
														is_in_faction_with = ZPA
														is_subject_of = ZPA
														has_war_with = ZPA
													}
											}
									}
								create_wargoal = {
										type = annex_everything
										target = ZAF
									}
							}
					}


	}
	focus = {
		id = pers_tainoe_perevoruz
		icon = GFX_goal_generic_army_artillery2
		cost = 5
		prerequisite = {
			focus = zpa_agitatia_v_armii
		}
		x = 12
		y = 3
		ai_will_do = {
			factor = 15
			modifier = {
				factor = 2
				has_completed_focus = per_restavration	
			}
		}
		completion_reward = {
						add_equipment_to_stockpile = {
								type = infantry_equipment_1
								amount = 1823
								producer = ZPA
							}
						add_equipment_to_stockpile = {
								type = infantry_equipment_1
								amount = 2425
								producer = ZSL
							}
						add_equipment_to_stockpile = {
								type = infantry_equipment_1
								amount = 3841
								producer = ZRI
							}
						add_equipment_to_stockpile = {
								type = infantry_equipment_1
								amount = 1841
								producer = ZMN
							}
						hidden_effect = {
								add_manpower = 74584
							}
					}


	}
	focus = {
		id = per_trenirovk_gvardii
		icon = GFX_goal_generic_allies_build_infantry
		cost = 10
		prerequisite = {
			focus = pers_tainoe_perevoruz
		}
		x = 12
		y = 4
		ai_will_do = {
			factor = 9
			modifier = {
				factor = 2
				has_completed_focus = per_restavration	
			}
		}

				completion_reward = {
						army_experience = 25
						add_ideas = zpa_shkola_oficerov
						add_tech_bonus = {
								name = infantry_weapons_bonus
								bonus = 0.5
								uses = 2
								category = infantry_weapons
								category = artillery
							}
						country_event = {
								id = parfir.2
							}
					}


	}
	focus = {
		id = per_manpowerarm
		icon = GFX_goal_generic_demand_territory
		cost = 5
		prerequisite = {
			focus = per_trenirovk_gvardii
		}
		x = 12
		y = 5
		ai_will_do = {
			factor = 8
			modifier = {
				factor = 2
				has_completed_focus = per_restavration	
			}
		}
		completion_reward = {
			add_ideas = zpe_mobiliz
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.25
				uses = 2
				category = land_doctrine
			}
			hidden_effect = {
				add_manpower = 143741
			}
		}
		available = {
			has_government = fascism
		}
	}
	focus = {
		id = per_brigad
		icon = GFX_goal_generic_axis_build_infantry
		cost = 5
		prerequisite = {
			focus = per_manpowerarm
		}
		x = 12
		y = 6
		ai_will_do = {
			factor = 7
			modifier = {
				factor = 2
				has_completed_focus = per_restavration	
			}
		}
		completion_reward = {
			army_experience = 10
			country_event = {
				id = parfir.7
			}
		}
		available = {
			has_government = fascism
		}
	}
	focus = {
		id = per_guard_elita
		icon = GFX_goal_generic_secret_weapon
		cost = 10
		prerequisite = {
			focus = per_brigad
		}
		prerequisite = {
			focus = pe_ukrepl_vlasti
		}
		x = 12
		y = 7
		ai_will_do = {
			factor = 7
			modifier = {
				factor = 2
				has_completed_focus = per_restavration	
			}
		}
		completion_reward = {
			army_experience = 10
			add_ideas = zpa_spets_divisionn
			add_war_support = 0.01
		}
		available = {
			has_government = fascism
		}
	}
	focus = {
		id = per_dvor_imperatora
		icon = GFX_goal_per_dvor_imperatora
		cost = 10
		prerequisite = {
			focus = per_restavration
		}
		x = 13
		y = 10
		ai_will_do = {
			factor = 25
		}
		completion_reward = {
			add_ideas = zpa_dvor_imperatora_idea
		}
	}
	focus = {
		id = zpa_priglasit_deli_v_allianse
		icon = GFX_focus_generic_support_the_left_right
		cost = 7
		prerequisite = {
			focus = per_dvor_imperatora
		}
		x = 16
		y = 11
		ai_will_do = {
			factor = 25
		}
		available = { 
			is_faction_leader = yes
			NOT = {
				has_war_with = ZDE
			}
			ZDE = {
				exists = yes
				is_subject = no
				is_in_faction = no
			}			
		}
		completion_reward = {
			ZDE = {
				country_event = { id = parfir.23 }
				custom_effect_tooltip = needs_approval				
			}
			custom_effect_tooltip = zpa_priglasit_v_allianse_tt
		}
	}
	focus = {
		id = zpa_priglasit_karranid_v_allianse
		icon = GFX_goal_generic_intelligence_exchange
		cost = 7
		prerequisite = {
			focus = per_dvor_imperatora
		}
		x = 18
		y = 11
		ai_will_do = {
			factor = 25
		}
		available = { 
			is_faction_leader = yes
			NOT = {
				has_war_with = ZKD
			}
			ZKD = {
				exists = yes
				is_subject = no
				is_in_faction = no
			}			
		}
		completion_reward = {
			ZKD = {
				country_event = { id = parfir.23 }
				custom_effect_tooltip = needs_approval
			}
			custom_effect_tooltip = zpa_priglasit_v_allianse_tt
		}
	}
	focus = {
		id = zpa_priglasit_bengaliy_v_allianse
		icon = GFX_goal_generic_army_doctrines
		cost = 7
		prerequisite = {
			focus = per_dvor_imperatora
		}
		x = 20
		y = 11
		ai_will_do = {
			factor = 25
		}
		available = { 
			is_faction_leader = yes
			NOT = {
				has_war_with = ZBN
			}
			ZBN = {
				exists = yes
				is_subject = no
				is_in_faction = no
			}			
		}
		completion_reward = {
			ZBN = {
				country_event = { id = parfir.23 }
				custom_effect_tooltip = needs_approval
			}
			custom_effect_tooltip = zpa_priglasit_v_allianse_tt
		}
	}
	focus = {
		id = per_nationali_afgan
		icon = GFX_goal_generic_national_unity
		cost = 5
		prerequisite = {
			focus = per_annex_afg
		}
		prerequisite = {
			focus = per_dvor_imperatora
		}
		x = 12
		y = 11
		ai_will_do = {
			factor = 30
		}
		available = {
			NOT = {
				country_exists = ZAF
			}
			controls_state = 415
			controls_state = 267
			controls_state = 889
		}
		completion_reward = {
			415 = {
				add_core_of = ZPA
			}
			267 = {
				add_core_of = ZPA
			}
			889 = {
				add_core_of = ZPA
			}
		}		
	}
	focus = {
		id = per_sewernaya_granitsa
		icon = GFX_goal_generic_army_motorized
		cost = 10
		prerequisite = {
			focus = per_nationali_afgan
		}
		x = 11
		y = 12
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 2
				has_war_with = ZSL
			}	
		}
		completion_reward = {
						584 = {
								if = {
										limit = {
												free_building_slots = {
														building = infrastructure
														size > 1
													}
												is_controlled_by = ROOT
											}
										add_building_construction = {
												type = infrastructure
												level = 2
												instant_build = yes
											}
									}
							}
						416 = {
								if = {
										limit = {
												free_building_slots = {
														building = infrastructure
														size > 1
													}
												is_controlled_by = ROOT
											}
										add_building_construction = {
												type = infrastructure
												level = 2
												instant_build = yes
											}
									}
							}
					}

				available = {
						controls_state = 584
						controls_state = 416
					}


	}
	focus = {
		id = per_velity_pohod
		icon = GFX_goal_generic_CAS
		cost = 10
		prerequisite = {
			focus = per_nationali_afgan
		}
		x = 13
		y = 12
		ai_will_do = {
			factor = 15
			modifier = {
				factor = 0.1
				OR = {
					date < 1989.1.1
						any_neighbor_country = {
						has_war_with = ZPA
							NOT = {
								has_capitulated = yes
							}
							strength_ratio = {
								tag = ZPA
								ratio > 0.8
							}
						}
				}
			}
		}
		completion_reward = {
			every_state = {
				limit = {
					is_core_of = ZOT
				}
				add_claim_by = ZPA
			}
			if = {
				limit = {
					ZOT = {
						exists = yes
						NOT = {
							is_in_faction_with = ZPA
							is_subject_of = ZPA
							has_war_with = ZPA
						}
					}
				}
				declare_war_on = {
					type = annex_everything
					target = ZOT
				}
			}
			every_state = {
				limit = {
					is_core_of = ZAR
				}
				add_claim_by = ZPA
			}
			if = {
				limit = {
					ZAR = {
						exists = yes
						NOT = {
							is_in_faction_with = ZPA
							is_subject_of = ZPA
							has_war_with = ZPA
						}
					}
				}
				declare_war_on = {
					type = annex_everything
					target = ZAR
				}
			}
		}
	}
	focus = {
		id = per_newarmy_factory_2
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10
		prerequisite = {
			focus = per_velity_pohod
		}
		x = 13
		y = 13
		ai_will_do = {
			factor = 14
		}
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size > 0
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
							NOT = {
								owner = {
									any_owned_state = {
										free_building_slots = {
											building = arms_factory
											size > 0
											include_locked = yes
										}
										is_in_home_area = yes
									}
								}
							}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 1
						include_locked = yes
					}
				}
			}
		}
	}
	focus = {
		id = per_put_v_evropu
		icon = GFX_goal_generic_more_territorial_claims
		cost = 10
		prerequisite = {
			focus = per_newarmy_factory_2
		}
		x = 13
		y = 14
		ai_will_do = {
			factor = 10
			modifier = {
				factor = 0.2
				OR = {
					date < 1989.1.1
					any_neighbor_country = {
						has_war_with = ZPA
						NOT = {
								has_capitulated = yes
						}
						strength_ratio = {
							tag = ZPA
							ratio > 0.6
						}
					}
				}
			}
		}
		completion_reward = {
						add_named_threat = {
								threat = 13
								name = per_to_europ
							}
						every_state = {
								limit = {
										is_core_of = ZGS
									}
								add_claim_by = ZPA
							}
						if = {
								limit = {
										ZGS = {
												exists = yes
												NOT = {
														is_in_faction_with = ZPA
														is_subject_of = ZPA
														has_war_with = ZPA
													}
											}
									}
								declare_war_on = {
										type = annex_everything
										target = ZGS
									}
								add_ai_strategy = {
									type = conquer
									id = "ZGS"
									value = 100
								}	
							}
						every_state = {
								limit = {
										is_core_of = ZAS
									}
								add_claim_by = ZPA
							}
						if = {
								limit = {
										ZAS = {
												exists = yes
												NOT = {
														is_in_faction_with = ZPA
														is_subject_of = ZPA
														has_war_with = ZPA
													}
											}
									}
								declare_war_on = {
										type = annex_everything
										target = ZAS
									}
								add_ai_strategy = {
									type = conquer
									id = ZAS
									value = 150
								}	
							}
						every_state = {
								limit = {
										is_core_of = ZAI
									}
								add_claim_by = ZPA
							}
						if = {
								limit = {
										ZAI = {
												exists = yes
												NOT = {
														is_in_faction_with = ZPA
														is_subject_of = ZPA
														has_war_with = ZPA
													}
											}
									}
								declare_war_on = {
										type = annex_everything
										target = ZAI
									}
								add_ai_strategy = {
									type = conquer
									id = ZAI
									value = 150
								}	
							}
						every_state = {
								limit = {
										is_core_of = XKO
									}
								add_claim_by = ZPA
							}
						if = {
							limit = {
								XKO = {
									exists = yes
									NOT = {
										is_in_faction_with = ZPA
										is_subject_of = ZPA
										has_war_with = ZPA
									}
								}
							}
							declare_war_on = {
								type = annex_everything
								target = XKO
							}
							add_ai_strategy = {
								type = conquer
								id = XKO
								value = 100
							}	
						}
						every_state = {
								limit = {
										is_core_of = ZVZ
									}
								add_claim_by = ZPA
							}
					}
	}
	focus = {
		id = per_weap_konveer
		icon = GFX_goal_generic_army_artillery
		cost = 10
		prerequisite = {
			focus = pers_tainoe_perevoruz
		}
		x = 14
		y = 4
		ai_will_do = {
			factor = 10
			modifier = {
				factor = 2
				has_completed_focus = per_restavration	
			}
		}
		completion_reward = {
			add_ideas = zpa_konveer_orujia
		}
	}
	focus = {
		id = per_silent_zavod
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10
		prerequisite = {
			focus = per_weap_konveer
		}
		x = 14
		y = 5
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_offsite_building = {
				type = arms_factory
				level = 3
			}
			add_offsite_building = {
				type = industrial_complex
				level = 2
			}
		}
	}
	focus = {
		id = per_oboron
		icon = GFX_goal_per_oboron
		cost = 10
		prerequisite = {
			focus = per_brigad
		}
		prerequisite = {
			focus = pe_ukrepl_vlasti
		}
		x = 14
		y = 7
		ai_will_do = {
			factor = 10
			modifier = {
				factor = 2
				has_completed_focus = per_restavration	
			}
		}
		completion_reward = {
			add_ideas = zpe_defen
		}
		available = {
			has_government = fascism
		}
	}
	focus = {
		id = zpa_nation_arabia_teritorrr
		icon = GFX_goal_generic_positive_trade_relations
		cost = 5
		prerequisite = {
			focus = per_velity_pohod
		}
		x = 15
		y = 13
				ai_will_do = {
						factor = 10
					}

				completion_reward = {
						658 = {
								add_core_of = ZPA
							}
						851 = {
								add_core_of = ZPA
							}
						852 = {
								add_core_of = ZPA
							}
						856 = {
								add_core_of = ZPA
							}
						788 = {
								add_core_of = ZPA
							}
						455 = {
								add_core_of = ZPA
							}
						675 = {
								add_core_of = ZPA
							}
						add_named_threat = {
								threat = 3
								name = zpa_nation_arabia_teritorrr_threattt
							}
					}

				available = {
						controls_state = 658
						controls_state = 851
						controls_state = 852
						controls_state = 856
						controls_state = 788
						controls_state = 455
						controls_state = 675
					}


	}
	focus = {
		id = per_nauk5
		icon = GFX_goal_generic_army_tanks
		cost = 10
		prerequisite = {
			focus = zpe_mirovaya_diplomat
		}
		x = 14
		y = 9
		ai_will_do = {
			factor = 3
		}
		completion_reward = {
			army_experience = 5
			ZSL = {
				country_event = {
					id = slavianic.4
				}
				custom_effect_tooltip = needs_approval
			}
		}
		available = {
			ZSL = {
				exists = yes
				has_government = fascism
			}
			NOT = {
				has_war_with = ZSL
			}			
		}
		cancel = {
			has_war_with = ZSL
		}
	}
	focus = {
		id = per_zpa_khazar_ally
		icon = GFX_goal_generic_axis_build_infantry
		cost = 10
		prerequisite = {
			focus = zpe_mirovaya_diplomat
		}
		x = 16
		y = 9
		ai_will_do = {
			factor = 3
		}
		available = {
			is_in_faction_with = ZKR		
		}		
		completion_reward = {
			army_experience = 2
			add_ideas = zpa_zkr_sotrrr
			add_war_support = 0.02
			add_stability = -0.01
		}		
	}
	focus = {
		id = per_zpa_vlojenie_v_souznikov
		icon = GFX_goal_generic_construction
		cost = 10
		prerequisite = {
			focus = zpe_mirovaya_diplomat
		}
		x = 18
		y = 9
		ai_will_do = {
			factor = 3
		}
		available = {
			has_stability > 0.55
			has_war_support > 0.55
			num_faction_members > 4			
		}		
		completion_reward = {
			add_stability = -0.05
			add_war_support = -0.05
			every_other_country = {
				limit = { 
					is_in_faction_with = ROOT
				}	
				add_stability = 0.01	
				add_war_support = 0.01
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = arms_factory
							size > 0
							include_locked = yes
						}
						OR = {
							is_in_home_area = yes
							NOT = {
								owner = {
									any_owned_state = {
										free_building_slots = {
											building = arms_factory
											size > 0
											include_locked = yes
										}
										is_in_home_area = yes
									}
								}
							}
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = arms_factory
							size > 0
							include_locked = yes
						}
						OR = {
							is_in_home_area = yes
							NOT = {
								owner = {
									any_owned_state = {
										free_building_slots = {
											building = arms_factory
											size > 0
											include_locked = yes
										}
										is_in_home_area = yes
									}
								}
							}
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
		}		
	}
	focus = {
		id = per_nationaliz_otoman
		icon = GFX_goal_generic_dangerous_deal
		cost = 5
		prerequisite = {
			focus = per_put_v_evropu
		}
		x = 10
		y = 15
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_stability = 0.04
			add_war_support = 0.04
			every_state = {
				limit = {
					is_core_of = ZOT
				}
				add_core_of = ZPA
			}
		}

		available = {
			NOT = {
				country_exists = ZOT
			}
			controls_state = 845
			controls_state = 847
						controls_state = 554
						controls_state = 553
#						controls_state = 840
						controls_state = 677
						controls_state = 837
		}


	}
	focus = {
		id = zpa_nation_zas_assyria
		icon = GFX_goal_generic_position_armies
		cost = 10
		prerequisite = {
			focus = per_put_v_evropu
		}
		x = 16
		y = 15
				ai_will_do = {
						factor = 10
					}

				completion_reward = {
						839 = {
								add_core_of = ZPA
							}
						680 = {
								add_core_of = ZPA
							}
						844 = {
								add_core_of = ZPA
							}
						350 = {
								add_core_of = ZPA
							}
						352 = {
								add_core_of = ZPA
							}
						add_named_threat = {
								threat = 2
								name = zpa_nation_zas_assyria_threattt
							}
					}

				available = {
						controls_state = 839
						controls_state = 680
						controls_state = 844
						controls_state = 350
						controls_state = 352
					}


	}
	focus = {
		id = per_motor4
		icon = GFX_goal_generic_army_motorized
		cost = 10
		prerequisite = {
			focus = per_motor3
		}
		x = 1
		y = 5
				ai_will_do = {
						factor = 4
					}

				completion_reward = {
						add_ideas = zpa_new_engin
					}


	}
	focus = {
		id = per_flot_stimul_1
		icon = GFX_goal_generic_construct_naval_dockyard
		cost = 10
		prerequisite = {
			focus = per_prom_flot
		}
		x = 8
		y = 10
				ai_will_do = {
						factor = 3
					}

				completion_reward = {
						remove_ideas = zpa_utrachenny_flot
						navy_experience = 20
						add_political_power = 50
					}


	}
	focus = {
		id = per_flot_stimul_2
		icon = GFX_goal_generic_navy_anti_submarine
		cost = 10
		prerequisite = {
			focus = per_flot_stimul_1
		}
		x = 8
		y = 11
				ai_will_do = {
						factor = 4
					}

				completion_reward = {
						add_doctrine_cost_reduction = {
								name = sub_op_bonus
								cost_reduction = 0.25
								uses = 2
								technology = convoy_interdiction_ti
								technology = unrestricted_submarine_warfare
								technology = wolfpacks
								technology = advanced_submarine_warfare
								technology = combined_operations_raiding
							}
						add_tech_bonus = {
								name = ss_bonus
								bonus = 0.5
								ahead_reduction = 1
								uses = 2
								technology = early_submarine
								technology = basic_submarine
								technology = improved_submarine
								technology = advanced_submarine
							}
						country_event = {
								id = parfir.16
							}
					}


	}
	focus = {
		id = per_flot_cruiser
		icon = GFX_goal_generic_navy_battleship
		cost = 10
		prerequisite = {
			focus = per_flot_stimul_2
		}
		x = 8
		y = 12
				ai_will_do = {
						factor = 4
					}

				completion_reward = {
						add_tech_bonus = {
								name = cr_bonus
								bonus = 0.5
								ahead_reduction = 1
								uses = 1
								technology = improved_light_cruiser
								technology = advanced_light_cruiser
								technology = improved_heavy_cruiser
								technology = advanced_heavy_cruiser
							}
					}


	}
	focus = {
		id = per_kazakhh
		icon = GFX_goal_generic_allies_build_infantry
		cost = 10
		prerequisite = {
			focus = per_sewernaya_granitsa
		}
		x = 11
		y = 13
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0.5
					OR = {
						date < 1990.1.1
						has_war = yes
						country_exists = ZAF
					}
			}
			modifier = {
				factor = 5
				has_war_with = ZSL
			}
		}
		completion_reward = {
						add_named_threat = {
								threat = 5
								name = per_to_stepi
							}
						every_state = {
								limit = {
										is_core_of = ZKZ
									}
								add_claim_by = ZPA
							}
						if = {
								limit = {
										country_exists = ZKZ
									}
								create_wargoal = {
										type = annex_everything
										target = ZKZ
									}
							}
					}

				available = {
						ZKZ = {
								NOT = {
										is_in_faction_with = ZPA
										is_subject_of = ZPA
									}
							}
					}

				bypass = {
						NOT = {
								country_exists = ZKZ
							}
					}


	}
	focus = {
		id = per_morskaya_visadka
		icon = GFX_goal_generic_amphibious_assault
		cost = 10
		prerequisite = {
			focus = per_flot_cruiser
		}
		x = 8
		y = 13
				ai_will_do = {
						factor = 5
					}

				completion_reward = {
						add_tech_bonus = {
								name = special_forces_bonus
								bonus = 0.5
								uses = 1
								technology = marines
								technology = marines2
							}
						add_ideas = zpa_desant_morskoy
					}


	}
	focus = {
		id = per_put_v_afriku
		icon = GFX_goal_generic_attack_allies
		cost = 5
		prerequisite = {
			focus = per_newarmy_factory_2
		}
		x = 18
		y = 14
		ai_will_do = {
			factor = 4
			modifier = {				
				factor = 0.2
				has_war = yes
			}
		}
		available = {
			has_government = fascism
		}
		completion_reward = { 
			add_named_threat = { threat = 10 name = per_put_v_afriku_threatttt }
			every_state = {
				limit = {
					is_core_of = ZMM
					NOT = {
						is_owned_by = ZPA
					}
				}				
				add_claim_by = ZPA
			}
			every_state = {
				limit = {
					is_core_of = ZME
					NOT = {
						is_owned_by = ZPA
					}
				}				
				add_claim_by = ZPA
			}
			every_state = {
				limit = {
					is_core_of = XBO
					NOT = {
						is_owned_by = ZPA
					}
				}				
				add_claim_by = ZPA
			}
			every_state = {
				limit = {
					is_core_of = ZKG
					NOT = {
						is_owned_by = ZPA
					}
				}				
				add_claim_by = ZPA
			}
			if = {
				limit = {
					country_exists = ZMM
					NOT = {
						has_war_with = ZMM
						is_in_faction_with = ZMM
					}
					ZMM = {
						NOT = {
							is_subject_of = ZPA
						}
					}
				}
				declare_war_on = {
					type = annex_everything
					target = ZMM
				}
			}
			if = {
				limit = {
					country_exists = XBO
					NOT = {
						has_war_with = XBO						
					}
					XBO = {
						is_in_faction = no
						NOT = {
							is_subject_of = ZPA
						}
					}
				}
				declare_war_on = {
					type = annex_everything
					target = XBO
				}
				add_named_threat = { threat = 6 name = per_put_v_afriku_XBO_threatttt }
			}
			if = {
				limit = {
					country_exists = ZKG
					NOT = {
						has_war_with = ZKG						
					}
					ZKG = {
						is_in_faction = no
						NOT = {
							is_subject_of = ZPA
						}
					}
				}
				declare_war_on = {
					type = annex_everything
					target = ZKG
				}
				add_named_threat = { threat = 6 name = per_put_v_afriku_ZKG_threatttt }
			}
		}

	}
	focus = {
		id = zpa_zgo_dogovor
		icon = GFX_goal_generic_major_alliance
		cost = 10
		prerequisite = {
			focus = per_put_v_evropu
		}
		mutually_exclusive = {
			focus = zpa_zgo_war_war
		}
		x = 12
		y = 15
		ai_will_do = {
			factor = 5
			modifier = {				
				factor = 5
				has_war = yes
			}
			modifier = {				
				factor = 5
				has_opinion = {
					target = ZGO
					value > 10
				}
				
			}
			modifier = {				
				factor = 5
				ZGO = {
					has_opinion = {
						target = ZPA
						value > 10
					}
				}
			}
		}
		available = {
			ZGO = {
				exists = yes
				is_subject = no
				NOT = {					
					is_in_faction_with = ZPA
				}
			}
			NOT = {
				has_war_with = ZGO
			}
		}
		bypass = {
			is_in_faction_with = ZGO
		}
		completion_reward = {
			ZGO = {
				country_event = { id = parfir.19 }
			}
		}
	}
	focus = {
		id = zpa_zgo_ally_zpa
		icon = GFX_goal_generic_national_unity
		cost = 10
		prerequisite = {
			focus = zpa_zgo_dogovor
		}		
		x = 12
		y = 16
		ai_will_do = {
			factor = 8			
		}
		available = {
			ZGO = {
				exists = yes
				is_subject = no
				is_in_faction = no
			}
			NOT = {
				has_war_with = ZGO
			}
		}
		bypass = {
			is_in_faction_with = ZGO
		}
		completion_reward = {
			ZGO = {
				country_event = { id = ar_political.803 }
			}
		}
	}
	focus = {
		id = zpa_zgo_war_war
		icon = GFX_goal_generic_political_pressure
		cost = 10
		prerequisite = {
			focus = per_put_v_evropu
		}
		mutually_exclusive = {
			focus = zpa_zgo_dogovor
		}
		x = 14
		y = 15
		ai_will_do = {
			factor = 3
			modifier = {				
				factor = 7
				has_war = no
			}
		}
		available = {
			ZGO = {
				exists = yes
				NOT = {
					is_subject_of = ZPA
					is_in_faction_with = ZPA
				}
			}			
		}
		completion_reward = {
			every_state = {
				limit = {
					is_core_of = ZGO
					NOT = {
						is_owned_by = ZPA
					}
				}			
				add_claim_by = ZPA
			}
			create_wargoal = {
				type = annex_everything
				target = ZGO					
			}
			add_named_threat = { threat = 6 name = parfir.21.threattt }
		}
		bypass = {
			has_war_with = ZGO
		}
	}
	focus = {
		id = zpa_massovaya_armiya_1
		icon = GFX_focus_generic_little_entente
		cost = 10
		prerequisite = {
			focus = pers_tainoe_perevoruz
		}
		mutually_exclusive = {
			focus = zpa_proff_armiya_1
		}		
		x = 16
		y = 4
		ai_will_do = {
			factor = 8			
		}
		available = {
					
		}
		completion_reward = {
			add_ideas = zpa_kajdii_mujchina_voin
		}		
	}
	focus = {
		id = zpa_proff_armiya_1
		icon = GFX_focus_generic_military_mission
		cost = 10
		prerequisite = {
			focus = pers_tainoe_perevoruz
		}
		mutually_exclusive = {
			focus = zpa_massovaya_armiya_1
		}
		x = 18
		y = 4
		ai_will_do = {
			factor = 6			
		}
		available = {
					
		}
		completion_reward = {
			add_ideas = zpa_prof_v_d
		}		
	}
}
