

	shared_focus = {
		id = ar_army_foc_1
		icon = GFX_goal_generic_axis_build_infantry
		cost = 10
		x = 2
		y = 0
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			army_experience = 7
			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 = 0.4
				uses = 1
				category = infantry_weapons
				category = artillery
			}
		}
	}
	shared_focus = {
		id = ar_massovaya_armiya
		icon = GFX_goal_generic_allies_build_infantry
		cost = 10
		prerequisite = {
			focus = ar_army_foc_1
		}
		mutually_exclusive = {
			focus = ar_professional_army
		}
		x = 1
		y = 1
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 2
				has_manpower < 350000
			}
		}
		completion_reward = {
			army_experience = 10
			add_ideas = ar_massarmy
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.25
				uses = 1
				category = land_doctrine
			}
			hidden_effect = {
				if = {
					limit = {
						has_idea = ar_professarmy
					}
					remove_ideas = ar_professarmy
				}
			}
		}
	}
	shared_focus = {
		id = ar_professional_army
		icon = GFX_goal_generic_axis_build_infantry
		cost = 10
		prerequisite = {
			focus = ar_army_foc_1
		}
		mutually_exclusive = {
			focus = ar_massovaya_armiya
		}
		x = 3
		y = 1
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 2
				has_manpower > 1500000
			}
		}
		completion_reward = {
			army_experience = 10
			add_ideas = ar_professarmy
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.25
				uses = 1
				category = land_doctrine
			}
			hidden_effect = {
				if = {
					limit = {
						has_idea = ar_massarmy
					}
					remove_ideas = ar_massarmy
				}
			}
		}
	}
	shared_focus = {
		id = ar_totalna_motorizatia
		icon = GFX_goal_generic_army_motorized
		cost = 10
		prerequisite = {
			focus = ar_massovaya_armiya
		}
		x = 0
		y = 2
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			army_experience = 5
			add_ideas = ar_army_totalmotor
		}
	}	
	shared_focus = {
		id = ar_weap_ammunition_1
		icon = GFX_goal_generic_army_artillery
		cost = 10
		prerequisite = {
			focus = ar_professional_army
			focus = ar_massovaya_armiya
		}
		x = 2
		y = 2
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_tech_bonus = {
				name = infantry_artillery_bonus
				bonus = 0.5
				uses = 1
				category = infantry_weapons
				category = artillery
			}
			if = {
				limit = {
					NOT = {
						has_tech = motorised_infantry
					}
				}
				add_tech_bonus = {
					name = motorized_bonus
					bonus = 0.7
					technology = motorised_infantry
				}
			}
		}
	}	
	shared_focus = {
		id = ar_spetz_forces
		icon = GFX_goal_generic_amphibious_assault
		cost = 10
		prerequisite = {
			focus = ar_professional_army
		}
		x = 4
		y = 2
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_ideas = ar_specialforses
		}
	}
	shared_focus = {
		id = ar_totalmaya_militarizatsiya
		icon = GFX_focus_generic_military_academy
		cost = 10
		prerequisite = {
			focus = ar_massovaya_armiya
		}
		x = 1
		y = 3
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			army_experience = 10
			hidden_effect = {
				if = {
					limit = {
						has_idea = ar_massarmy
					}
					swap_ideas = {
						remove_idea = ar_massarmy
						add_idea = ar_massarm2
					}
					else = {
						add_ideas = ar_massarm2
					}
				}
			}
			custom_effect_tooltip = nasha_armiya_stala_kryche
			show_ideas_tooltip = ar_massarm2
		}
	}
	shared_focus = {
		id = ar_shkoly_officerov
		icon = GFX_focus_generic_military_mission
		cost = 10
		prerequisite = {
			focus = ar_professional_army
		}
		x = 3
		y = 3
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			army_experience = 5
			hidden_effect = {
				if = {
					limit = {
						has_idea = ar_professarmy
					}
					swap_ideas = {
						remove_idea = ar_professarmy
						add_idea = ar_shkolaofficerov
					}
					else = {
						add_ideas = ar_shkolaofficerov
					}
				}
			}
			custom_effect_tooltip = nasha_armiya_stala_kryche
			show_ideas_tooltip = ar_shkolaofficerov
		}
	}	
	shared_focus = {
		id = ar_army_doctrina_2
		icon = GFX_goal_generic_army_artillery2
		cost = 10
		prerequisite = {
			focus = ar_shkoly_officerov
			focus = ar_totalmaya_militarizatsiya
		}
		x = 2
		y = 4
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			army_experience = 5
			add_tech_bonus = {
				name = infantry_artillery_bonus
				bonus = 0.5
				uses = 1
				category = infantry_weapons
				category = artillery
			}
		}
	}
	shared_focus = {
		id = ar_zashita_nashei_rodiny
		icon = GFX_goal_generic_small_arms
		cost = 10
		prerequisite = {
			focus = ar_totalmaya_militarizatsiya
		}
		x = 1
		y = 5
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			army_experience = 10
			hidden_effect = {
				if = {
					limit = {
						has_idea = ar_massarm2
					}
					swap_ideas = {
						remove_idea = ar_massarm2
						add_idea = ar_massweaponrifles
					}
					else = {
						add_ideas = ar_massweaponrifles
					}
				}
			}
			custom_effect_tooltip = nasha_armiya_stala_kryche
			show_ideas_tooltip = ar_massweaponrifles
		}
	}
	shared_focus = {
		id = ar_professional_attack
		icon = GFX_goal_generic_build_tank
		cost = 10
		prerequisite = {
			focus = ar_shkoly_officerov
		}
		x = 3
		y = 5
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			hidden_effect = {
				if = {
					limit = {
						has_idea = ar_shkolaofficerov
					}
					swap_ideas = {
						remove_idea = ar_shkolaofficerov
						add_idea = ar_elitnayaarmiya
					}
					else = {
						add_ideas = ar_elitnayaarmiya
					}
				}
			}
			custom_effect_tooltip = nasha_armiya_stala_kryche
			show_ideas_tooltip = ar_elitnayaarmiya
		}
	}
	shared_focus = {
		id = ar_generic_doctrina_3
		icon = GFX_focus_generic_army_tanks2
		cost = 5
		prerequisite = {
			focus = ar_zashita_nashei_rodiny
			focus = ar_professional_attack
		}
		x = 2
		y = 6
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			army_experience = 5
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}	
	shared_focus = {
		id = ar_weap_eff_2
		icon = GFX_focus_generic_combined_arms
		cost = 7
		prerequisite = {
			focus = ar_generic_doctrina_3			
		}
		x = 1
		y = 7
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			army_experience = 5
			add_tech_bonus = {
				name = infantry_artillery_bonus
				bonus = 0.5
				uses = 1
				category = infantry_weapons
				category = artillery
			}
		}
	}	
	shared_focus = {
		id = ar_generic_oruj_mass_konveer
		icon = GFX_goal_generic_small_arms
		cost = 7
		prerequisite = {
			focus = ar_weap_eff_2			
		}
		x = 1
		y = 8
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_ideas = ar_generic_oruj_mass_konveer_boost			
		}
	}
	shared_focus = {
		id = ar_generic_ataka_nochiu
		icon = GFX_goal_generic_more_territorial_claims
		cost = 7
		prerequisite = {
			focus = ar_generic_oruj_mass_konveer			
		}
		x = 1
		y = 9
		ai_will_do = {
			factor = 5
		}
		available = {
			has_tech = night_vision
			has_tech = advanced_computing_machine
		}
		completion_reward = {
			army_experience = 2
			add_ideas = ar_generic_ataka_nochiu_boost
		}
	}	
	shared_focus = {
		id = ar_tank_1
		icon = GFX_goal_generic_army_tanks
		cost = 7
		prerequisite = {
			focus = ar_generic_doctrina_3			
		}
		x = 3
		y = 7
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			army_experience = 5
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.5
				uses = 2
				category = armor
			}
		}
	}
	shared_focus = {
		id = ar_generic_mekhanizatsiya
		icon = GFX_goal_generic_production2
		cost = 7
		prerequisite = {
			focus = ar_tank_1			
		}
		x = 3
		y = 8
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_ideas = ar_generic_mekhanizatsiya_boost
		}
	}
	shared_focus = {
		id = ar_air_foc_1
		icon = GFX_goal_generic_air_fighter2
		cost = 10
		x = 7
		y = 0
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			air_experience = 20
			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
			}
		}
	}
	shared_focus = {
		id = ar_bomber_1
		icon = GFX_goal_generic_air_bomber
		cost = 10
		prerequisite = {
			focus = ar_air_foc_1
		}
		mutually_exclusive = {
			focus = ar_fighter_1
		}
		x = 6
		y = 1
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 0.5
				uses = 1
				technology = strategic_bomber1
				technology = strategic_bomber2
				technology = strategic_bomber3
				category = tactical_bomber
			}
		}
	}
	shared_focus = {
		id = ar_fighter_1
		icon = GFX_goal_generic_air_fighter
		cost = 10
		prerequisite = {
			focus = ar_air_foc_1
		}
		mutually_exclusive = {
			focus = ar_bomber_1
		}
		x = 8
		y = 1
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 0.5
				uses = 1
				technology = early_fighter
				technology = fighter1
				technology = fighter2
				technology = fighter3
				technology = heavy_fighter1
				technology = heavy_fighter2
				technology = heavy_fighter3
			}
		}
	}	
	shared_focus = {
		id = ar_airfield_1
		icon = GFX_goal_generic_air_production
		cost = 10
		prerequisite = {
			focus = ar_fighter_1
			focus = ar_bomber_1
		}
		x = 7
		y = 2
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			air_experience = 25
			if = {
				limit = {
					capital_scope = {
						OR = {
							NOT = {
								is_controlled_by = ROOT
							}
							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_2_AB
					}
				}
			}
			if = {
				limit = {
					capital_scope = {
						is_controlled_by = ROOT
						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_2_AB
					}
				}
			}
			add_doctrine_cost_reduction = {
				name = air_doc_bonus
				cost_reduction = 0.25
				uses = 1
				category = air_doctrine
			}
		}
	}
	shared_focus = {
		id = ar_bomber_2
		icon = GFX_goal_generic_occupy_start_war
		cost = 10
		prerequisite = {
			focus = ar_bomber_1
		}
		x = 6
		y = 3
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 0.5
				uses = 1
				technology = strategic_bomber1
				technology = strategic_bomber2
				technology = strategic_bomber3
				category = tactical_bomber
			}
		}
	}	
	shared_focus = {
		id = ar_bomber_3
		icon = GFX_goal_continuous_air_production
		cost = 7
		prerequisite = {
			focus = ar_bomber_2
		}
		x = 6
		y = 5
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_ideas = ar_bomber_3_boost
		}
	}	
	shared_focus = {
		id = ar_fighter_2
		icon = GFX_goal_generic_build_airforce
		cost = 10
		prerequisite = {
			focus = ar_fighter_1
		}
		x = 8
		y = 3
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 0.5
				uses = 1
				technology = early_fighter
				technology = fighter1
				technology = fighter2
				technology = fighter3
				technology = heavy_fighter1
				technology = heavy_fighter2
				technology = heavy_fighter3
			}
		}
	}	
	shared_focus = {
		id = ar_fighter_3
		icon = GFX_goal_generic_air_production
		cost = 7
		prerequisite = {
			focus = ar_fighter_2
		}
		x = 8
		y = 5
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_ideas = ar_fighter_3_boost
		}
	}
	shared_focus = {
		id = ar_shturm_1
		icon = GFX_goal_generic_air_fighter2
		cost = 10
		prerequisite = {
			focus = ar_fighter_2
			focus = ar_bomber_2
		}
		x = 7
		y = 4
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_tech_bonus = {
				name = CAS_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				category = cas_bomber
			}
		}
	}	
	shared_focus = {
		id = ar_generic_avia_4
		icon = GFX_focus_generic_air_defense
		cost = 7
		prerequisite = {
			focus = ar_bomber_3
			focus = ar_fighter_3
		}
		x = 7
		y = 6
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_ideas = ar_generic_avia_4_boost
		}
	}
	shared_focus = {
		id = ar_generic_avia_desant
		icon = GFX_focus_generic_paratrooper
		cost = 7
		prerequisite = {
			focus = ar_generic_doctrina_3
		}
		prerequisite = {			
			focus = ar_generic_avia_4
		}
		x = 7
		y = 7
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_ideas = ar_generic_avia_desant_boost
		}
	}
	shared_focus = {
		id = ar_mejzvidovye_vzaimodeistviya
		icon = GFX_goal_generic_special_forces
		cost = 10
		prerequisite = {
			focus = ar_shkoly_officerov
			focus = ar_totalmaya_militarizatsiya
		}	
		prerequisite = {	
			focus = ar_fighter_2
			focus = ar_bomber_2
		}
		x = 4
		y = 4
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			army_experience = 10
			air_experience = 15
			add_ideas = ar_army_headquarters
		}
		available = {
			num_divisions > 40
		}
	}
	shared_focus = {
		id = ar_fighter_navy_1
		icon = GFX_goal_generic_air_naval_bomber
		cost = 7
		prerequisite = {
			focus = ar_fighter_1
			focus = ar_bomber_1
		}
		x = 9
		y = 2
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				category = naval_bomber
			}
		}
	}
####################
shared_focus = {
		id = ar_navy_foc_1
		icon = GFX_goal_generic_amphibious_assault
		cost = 10
		x = 12
		y = 0
		ai_will_do = {
			factor = 5
		}
		available = {
			any_state = {
				is_coastal = yes
				is_controlled_by = ROOT
			}
		}
		complete_tooltip = {
			navy_experience = 25
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		completion_reward = {
			navy_experience = 25
			if = {
				limit = {
					NOT = {
						any_owned_state = {
							dockyard > 0
							free_building_slots = {
								building = dockyard
								size > 1
								include_locked = yes
							}
						}
					}
					any_owned_state = {
						is_coastal = yes
					}
				}
				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_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 > 0
							include_locked = yes
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						dockyard > 0
						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_country_flag = naval_effort_built
			}						
		}		
	}	
	shared_focus = {
		id = ar_big_flot_1
		icon = GFX_goal_generic_navy_battleship
		cost = 10
		prerequisite = {
			focus = ar_navy_foc_1
		}
		mutually_exclusive = {
			focus = ar_small_flot_1
		}
		x = 11
		y = 1
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 0
					all_owned_state = {
						OR = {
							is_coastal = no
							dockyard < 1
						}
					}
			}
		}
		completion_reward = {
			add_doctrine_cost_reduction = {
				name = fleet_in_being_bonus
				cost_reduction = 0.25
				uses = 2
				category = fleet_in_being_tree
			}
		}
	}
	shared_focus = {
		id = ar_small_flot_1
		icon = GFX_goal_generic_navy_submarine
		cost = 10
		prerequisite = {
			focus = ar_navy_foc_1
		}
		mutually_exclusive = {
			focus = ar_big_flot_1
		}
		x = 13
		y = 1
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}
		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
			}
		}
	}
	shared_focus = {
		id = ar_docky_1
		icon = GFX_goal_generic_construct_naval_dockyard
		cost = 10
		prerequisite = {
			focus = ar_small_flot_1
			focus = ar_big_flot_1
		}
		x = 12
		y = 2
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_tech_bonus = {
				name = dd_bonus
				bonus = 1.0
				ahead_reduction = 2
				uses = 2
				category = dd_tech
			}
		}
	}	
	shared_focus = {
		id = ar_big_flot_2
		icon = GFX_focus_generic_navy_battleship2
		cost = 10
		prerequisite = {
			focus = ar_big_flot_1
		}
		x = 11
		y = 3
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}
		completion_reward = {
			navy_experience = 25
			add_tech_bonus = {
				name = ar_big_flot_2
				bonus = 1.0
				ahead_reduction = 2
				uses = 2
				category = cl_tech
				category = ca_tech
			}
		}
	}
	shared_focus = {
		id = ar_small_flot_2
		icon = GFX_goal_generic_navy_anti_submarine
		cost = 10
		prerequisite = {
			focus = ar_small_flot_1
		}
		x = 13
		y = 3
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}
		completion_reward = {
			navy_experience = 25
			add_tech_bonus = {
				name = ss_bonus
				bonus = 1.0
				ahead_reduction = 2
				uses = 2
				category = ss_tech
			}
		}
	}
	shared_focus = {
		id = ar_generic_boost_flota
		icon = GFX_focus_generic_air_defense
		cost = 10
		prerequisite = {
			focus = ar_big_flot_2
			focus = ar_small_flot_2
		}
		x = 12
		y = 4
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}
		completion_reward = {
			add_timed_idea = {
				idea = ar_generic_boost_flota_boost
				days = 365
			}
		}
	}
	shared_focus = {
		id = ar_generic_boost_verfei
		icon = GFX_goal_generic_navy_battleship
		cost = 5
		prerequisite = {
			focus = ar_generic_boost_flota			
		}
		x = 12
		y = 6
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}
		available = {
			any_state = {
				is_coastal = yes
				is_controlled_by = ROOT
			}
		}
		complete_tooltip = {
			add_war_support = 0.02
			navy_experience = 10
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		completion_reward = {
			add_war_support = 0.02
			navy_experience = 10
			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
				}
			}
		}
	}
	shared_focus = {
		id = ar_generic_desantniki_flota
		icon = GFX_goal_generic_amphibious_assault
		cost = 5
		prerequisite = {
			focus = ar_generic_doctrina_3			
		}
		prerequisite = {
			focus = ar_generic_boost_verfei			
		}
		x = 12
		y = 7
		ai_will_do = {
			factor = 3
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}
		available = {
			
		}		
		completion_reward = {
			add_ideas = ar_generic_desantniki_flota_boost
		}
	}
######################
	
	shared_focus = {
		id = ar_industr_foc_1
		icon = GFX_goal_generic_construction2
		cost = 10
		x = 17
		y = 0
		ai_will_do = {
			factor = 8
		}
		completion_reward = {
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.5
				uses = 1
				category = industry
			}
		}
	}	
	shared_focus = {
		id = ar_ind_fabrica_1
		icon = GFX_goal_ar_ind_fabrica_1
		cost = 10
		prerequisite = {
			focus = ar_industr_foc_1
		}
		x = 15
		y = 1
		ai_will_do = {
			factor = 7
		}
		completion_reward = {
			add_stability = 0.01
			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
				}
			}
		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = construction_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = industrial_complex
							size < 1
							include_locked = yes
						}
				}
			}
		}
	}	
	shared_focus = {
		id = ar_research_electronic
		icon = GFX_goal_generic_scientific_exchange
		cost = 10
		prerequisite = {
			focus = ar_industr_foc_1
		}
		x = 17
		y = 1
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_tech_bonus = {
				name = ar_research_electronic
				bonus = 0.5
				uses = 3
				category = electronics
			}
		}
	}
	shared_focus = {
		id = ar_ind_zavod_1
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10
		prerequisite = {
			focus = ar_industr_foc_1
		}
		x = 19
		y = 1
		ai_will_do = {
			factor = 7
		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 1
						include_locked = yes
					}
				}
			}
		}
		completion_reward = {
			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
				}
			}
		}		
	}	
	shared_focus = {
		id = ar_industr_fabrica_2
		icon = GFX_goal_zar_promyshlennost_1
		cost = 10
		prerequisite = {
			focus = ar_ind_fabrica_1
		}
		x = 15
		y = 2
		ai_will_do = {
			factor = 5
		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = construction_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = industrial_complex
						size < 1
						include_locked = yes
					}
				}
			}
		}
		completion_reward = {
			add_stability = 0.01
			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
				}
			}
		}		
	}	
	shared_focus = {
		id = ar_research_indust
		icon = GFX_goal_generic_construction2
		cost = 10
		prerequisite = {
			focus = ar_research_electronic
		}
		x = 17
		y = 2
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.5
				uses = 1
				category = industry
				category = construction_tech
			}
		}
	}
	shared_focus = {
		id = ar_industr_zavod_2
		icon = GFX_goal_generic_fortify_city
		cost = 10
		prerequisite = {
			focus = ar_ind_zavod_1
		}
		x = 19
		y = 2
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			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
				}
			}
		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 1
						include_locked = yes
					}
				}
			}
		}
	}
	shared_focus = {
		id = ar_industr_fabrica_3
		icon = GFX_goal_generic_construction
		cost = 10
		prerequisite = {
			focus = ar_industr_fabrica_2
		}
		x = 15
		y = 3
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_stability = 0.01
			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
				}
			}
		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = construction_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = industrial_complex
						size < 1
						include_locked = yes
					}
				}
			}
		}
	}
	shared_focus = {
		id = ar_infrastr_1
		icon = GFX_goal_zar_dorogi_dlya_mototransporta
		cost = 10
		prerequisite = {
			focus = ar_industr_fabrica_2
			focus = ar_industr_zavod_2
		}
		x = 17
		y = 3
		ai_will_do = {
			factor = 5
		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = infrastructure_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = infrastructure
						size < 1
					}
				}
			}
		}
		completion_reward = {
			add_stability = 0.01
			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
				}
			}
		}		
	}	
	shared_focus = {
		id = ar_industr_zavod_3
		icon = GFX_goal_generic_army_motorized
		cost = 10
		prerequisite = {
			focus = ar_industr_zavod_2
		}
		x = 19
		y = 3
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			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
				}
			}
		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 1
						include_locked = yes
					}
				}
			}
		}
	}
	shared_focus = {
		id = ar_research_fabrica_4
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10
		prerequisite = {
			focus = ar_industr_fabrica_3
			focus = ar_infrastr_1
		}
		x = 16
		y = 4
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_stability = 0.01
			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
				}
			}
		}
		bypass = {
						custom_trigger_tooltip = {
								tooltip = construction_effort_tt
								all_owned_state = {
										free_building_slots = {
												building = industrial_complex
												size < 1
												include_locked = yes
											}
									}
							}
					}


	}
	shared_focus = {
		id = ar_research_zavod_4
		icon = GFX_goal_generic_construct_military
		cost = 10
		prerequisite = {
			focus = ar_industr_zavod_3
			focus = ar_infrastr_1
		}
		x = 18
		y = 4
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			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
				}
			}
		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 1
						include_locked = yes
					}
				}
			}
		}
	}	
	shared_focus = {
		id = ar_basic_kolba
		icon = GFX_focus_research
		cost = 10
		prerequisite = {
			focus = ar_research_fabrica_4
		}
		prerequisite = {
			focus = ar_research_zavod_4
		}
		x = 17
		y = 5
		ai_will_do = {
			factor = 5
		}
		completion_reward = {
			add_research_slot = 1
		}
	}
	shared_focus = {
		id = ar_generic_nauch_ryvok
		icon = GFX_goal_continuous_research
		cost = 5
		prerequisite = {
			focus = ar_basic_kolba
		}
		x = 17
		y = 7
		ai_will_do = {
			factor = 5
		}
		available = {
			
		}
		completion_reward = {
			add_timed_idea = {
				idea = ar_generic_nauch_ryvok_boost
				days = 250
			}
		}		
	}
	shared_focus = {
		id = ar_bost_kolba
		icon = GFX_goal_ar_bost_kolba
		cost = 10
		prerequisite = {
			focus = ar_generic_nauch_ryvok
		}
		x = 17
		y = 8
		ai_will_do = {
			factor = 5
		}
		available = {
			num_of_factories > 50
			amount_research_slots < 4
		}
		completion_reward = {
			add_research_slot = 1
		}		
	}
	shared_focus = {
		id = ar_boost_fabrika_5
		icon = GFX_goal_continuous_repairments
		cost = 8
		prerequisite = {
			focus = ar_research_fabrica_4
		}
		x = 16
		y = 6
		ai_will_do = {
			factor = 5
		}
		available = {
			
		}
		completion_reward = {
			add_stability = 0.01
			add_timed_idea = {
				idea = ar_generic_fabrik_boost
				days = 250
			}
		}		
	}
	shared_focus = {
		id = ar_boost_zavod_5
		icon = GFX_goal_continuous_armor_production
		cost = 8
		prerequisite = {
			focus = ar_research_zavod_4
		}
		x = 18
		y = 6
		ai_will_do = {
			factor = 5
		}
		available = {
			
		}
		completion_reward = {
			add_war_support = 0.01
			add_timed_idea = {
				idea = ar_generic_zavody_boost
				days = 250
			}
		}		
	}
	shared_focus = {
		id = ar_add_fabrika_6
		icon = GFX_focus_generic_industry_3
		cost = 10
		prerequisite = {
			focus = ar_industr_fabrica_3
		}
		x = 15
		y = 5
		ai_will_do = {
			factor = 5
		}
		available = {
			
		}
		completion_reward = {
				add_stability = 0.01
				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
					}
				}
		}				
	}
	shared_focus = {
		id = ar_add_zavod_6
		icon = GFX_focus_generic_tank_production
		cost = 10
		prerequisite = {
			focus = ar_industr_fabrica_3
		}
		x = 19
		y = 5
		ai_will_do = {
			factor = 5
		}
		available = {
			
		}
		completion_reward = {
			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
				}
			}
		}		
	}
	shared_focus = {
		id = ar_generic_avianosets
		icon = GFX_goal_generic_navy_carrier
		cost = 7
		prerequisite = {
			focus = ar_fighter_navy_1			
		}
		prerequisite = {
			focus = ar_big_flot_2
		}
		x = 9
		y = 4
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}
		completion_reward = {
			navy_experience = 15
			air_experience = 10		
			add_tech_bonus = {
				name = ar_big_flot_2
				bonus = 1.0
				ahead_reduction = 2
				uses = 2
				category = cv_tech					
			}
		}
	}
	shared_focus = {
		id = ar_generic_avianosequip
		icon = GFX_focus_generic_cryptologic_bomb
		cost = 7
		prerequisite = {
			focus = ar_generic_avianosets			
		}		
		x = 9
		y = 6
		ai_will_do = {
			factor = 1			
		}
		completion_reward = {
			air_experience = 10
			navy_experience = 10
			add_tech_bonus = {
				name = ar_generic_avianosequip
				bonus = 0.5
				uses = 4
				technology = cv_early_fighter
				technology = cv_fighter1
				technology = cv_fighter2
				technology = cv_fighter3
				technology = cv_CAS1
				technology = cv_CAS2
				technology = cv_CAS3
				technology = cv_naval_bomber1
				technology = cv_naval_bomber2
				technology = cv_naval_bomber3
			}
		}
	}
	shared_focus = {
		id = ar_generic_admiraly_strany
		icon = GFX_focus_generic_coastal_fort
		cost = 7
		prerequisite = {
			focus = ar_big_flot_2		
		}		
		x = 11
		y = 5
		ai_will_do = {
			factor = 1			
		}
		completion_reward = {
			add_ideas = ar_generic_admiraly_strany_boost
		}
	}
	shared_focus = {
		id = ar_generic_tihie_okhotniki
		icon = GFX_goal_generic_wolf_pack
		cost = 7
		prerequisite = {
			focus = ar_small_flot_2		
		}		
		x = 13
		y = 5
		ai_will_do = {
			factor = 1			
		}
		completion_reward = {
			add_ideas = ar_generic_tihie_okhotniki_boost
		}
	}	