focus_tree = {
	id = plankton_war
	
	country = {
		factor = 1
		
		modifier = {
			add = 1
			OR = {
				tag = PLA
			}
 		}
	}
	
	default = no

	continuous_focus_position = { x = 2250 y = 5350 }

	focus = {
		id =   battle
		icon = GFX_battle
		cost = 2

		mutually_exclusive = { }
		x = 10
		y = 0

		prerequisite = { }
		relative_position_id = 

		available = {

		}
		
		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

completion_reward = {    
     SPO = { add_to_variable = { spo_industry_raw = 10 } }
    add_to_variable = { spo_industry_weekly = 0.02 }
    add_to_variable = { spo_industry_weekly_raw = 2 }
    add_to_variable = { spo_industry_weekly_display = 0.1 }
    SPO = { add_to_variable = { spo_combat_raw = 10 } }
    add_to_variable = { spo_combat_weekly = 0.02 }
    add_to_variable = { spo_combat_weekly_raw = 2 }
    add_to_variable = { spo_combat_weekly_display = 0.1 }
    SPO = { add_to_variable = { spo_health_raw = 10 } }
    add_to_variable = { spo_health_weekly = 0.02 }
    add_to_variable = { spo_health_weekly_raw = 2 }
    add_to_variable = { spo_health_weekly_display = 0.1 }

     KRA = { add_to_variable = { kra_industry_raw = 10 } }
    add_to_variable = { kra_industry_weekly = 0.02 }
    add_to_variable = { kra_industry_weekly_raw = 2 }
    add_to_variable = { kra_industry_weekly_display = 0.1 }
    KRA = { add_to_variable = { kra_combat_raw = 10 } }
    add_to_variable = { kra_combat_weekly = 0.02 }
    add_to_variable = { kra_combat_weekly_raw = 2 }
    add_to_variable = { kra_combat_weekly_display = 0.1 }
    KRA = { add_to_variable = { kra_health_raw = 10 } }
    add_to_variable = { kra_health_weekly = 0.02 }
    add_to_variable = { kra_health_weekly_raw = 2 }
    add_to_variable = { kra_health_weekly_display = 0.1 }

     PAT = { add_to_variable = { pat_industry_raw = 10 } }
    add_to_variable = { pat_industry_weekly = 0.02 }
    add_to_variable = { pat_industry_weekly_raw = 2 }
    add_to_variable = { pat_industry_weekly_display = 0.1 }
    PAT = { add_to_variable = { pat_combat_raw = 10 } }
    add_to_variable = { pat_combat_weekly = 0.02 }
    add_to_variable = { pat_combat_weekly_raw = 2 }
    add_to_variable = { pat_combat_weekly_display = 0.1 }
    PAT = { add_to_variable = { pat_health_raw = 10 } }
    add_to_variable = { pat_health_weekly = 0.02 }
    add_to_variable = { pat_health_weekly_raw = 2 }
    add_to_variable = { pat_health_weekly_display = 0.1 }

     SQU = { add_to_variable = { squ_industry_raw = 10 } }
    add_to_variable = { squ_industry_weekly = 0.02 }
    add_to_variable = { squ_industry_weekly_raw = 2 }
    add_to_variable = { squ_industry_weekly_display = 0.1 }
    SQU = { add_to_variable = { squ_combat_raw = 10 } }
    add_to_variable = { squ_combat_weekly = 0.02 }
    add_to_variable = { squ_combat_weekly_raw = 2 }
    add_to_variable = { squ_combat_weekly_display = 0.1 }
    SQU = { add_to_variable = { squ_health_raw = 10 } }
    add_to_variable = { squ_health_weekly = 0.02 }
    add_to_variable = { squ_health_weekly_raw = 2 }
    add_to_variable = { squ_health_weekly_display = 0.1 }

    add_to_variable = { warpoints = 5 }
}
		ai_will_do = {
			factor = 1
		}
	}

 	focus = {
		id =  car
		icon = GFX_car
		cost = 2

		mutually_exclusive = { }
		x = 10
		y = 2

		prerequisite = { focus = battle}
		relative_position_id = 

		available = {

		}
		
		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {	
country_event = {
    id = sponge.120
  }
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			add_timed_idea = {
				idea = clock
				days =  80
			}
		}

		ai_will_do = {
			factor = 1
		}
	}
 	focus = {
		id =  hat
		icon = GFX_hat
		cost = 2

		mutually_exclusive = { }
		x = 13
		y = 4

		prerequisite = { focus = car}
		relative_position_id = 

		available = {

		}
		
		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {	
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			custom_effect_tooltip = firstwar_hat_tt

		  add_to_variable = { pat_combat_weekly = -0.01 }
 		  add_to_variable = { pat_combat_weekly_raw = -1 }
 		  add_to_variable = { pat_combat_weekly_display = -0.05 }
		  add_to_variable = { kra_combat_weekly = -0.01 }
 		  add_to_variable = { kra_combat_weekly_raw = -1 }
 		  add_to_variable = { kra_combat_weekly_display = -0.05 }
		  add_to_variable = { spo_combat_weekly = -0.01 }
 		  add_to_variable = { spo_combat_weekly_raw = -1 }
 		  add_to_variable = { spo_combat_weekly_display = -0.05 }
		  add_to_variable = { squ_combat_weekly = -0.01 }
 		  add_to_variable = { squ_combat_weekly_raw = -1 }
 		  add_to_variable = { squ_combat_weekly_display = -0.05 }


		  add_to_variable = { pat_health_weekly = -0.01 }
 		  add_to_variable = { pat_health_weekly_raw = -1 }
 		  add_to_variable = { pat_health_weekly_display = -0.05 }
		  add_to_variable = { kra_health_weekly = -0.01 }
 		  add_to_variable = { kra_health_weekly_raw = -1 }
 		  add_to_variable = { kra_health_weekly_display = -0.05 }
		  add_to_variable = { spo_health_weekly = -0.01 }
 		  add_to_variable = { spo_health_weekly_raw = -1 }
 		  add_to_variable = { spo_health_weekly_display = -0.05 }
		  add_to_variable = { squ_health_weekly = -0.01 }
 		  add_to_variable = { squ_health_weekly_raw = -1 }
 		  add_to_variable = { squ_health_weekly_display = -0.05 }

		  add_to_variable = { pat_industry_weekly = -0.01 }
 		  add_to_variable = { pat_industry_weekly_raw = -1 }
 		  add_to_variable = { pat_industry_weekly_display = -0.05 }
		  add_to_variable = { kra_industry_weekly = -0.01 }
 		  add_to_variable = { kra_industry_weekly_raw = -1 }
 		  add_to_variable = { kra_industry_weekly_display = -0.05 }
		  add_to_variable = { spo_industry_weekly = -0.01 }
 		  add_to_variable = { spo_industry_weekly_raw = -1 }
 		  add_to_variable = { spo_industry_weekly_display = -0.05 }
		  add_to_variable = { squ_industry_weekly = -0.01 }
 		  add_to_variable = { squ_industry_weekly_raw = -1 }
 		  add_to_variable = { squ_industry_weekly_display = -0.05 }

          SPO_calculate_modifiers = yes
          PAT_calculate_modifiers = yes
          SQU_calculate_modifiers = yes
          KRA_calculate_modifiers = yes
		}
		  
		ai_will_do = {
			factor = 1
		}
	}
 	focus = {
		id =  robot
		icon = GFX_robot
		cost = 2

		mutually_exclusive = { }
		x = 10
		y = 4

		prerequisite = { focus = car}
		relative_position_id = 

		available = {

		}
		
		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {	
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			custom_effect_tooltip = firstwar_robot_tt

			add_stability = 0.25
			  PAT = { add_to_variable = { pat_combat_raw = -10 } }
			  SPO = { add_to_variable = { spo_combat_raw = -10 } }
			  SQU = { add_to_variable = { squ_combat_raw = -10 } }
			  KRA = { add_to_variable = { kra_combat_raw = -10 } }
			  PAT = { add_to_variable = { pat_health_raw = -10 } }
			  SPO = { add_to_variable = { spo_health_raw = -10 } }
			  SQU = { add_to_variable = { squ_health_raw = -10 } }
			  KRA = { add_to_variable = { kra_health_raw = -10 } }
			  PAT = { add_to_variable = { pat_industry_raw = -10 } }
			  SPO = { add_to_variable = { spo_industry_raw = -10 } }
			  SQU = { add_to_variable = { squ_industry_raw = -10 } }
			  KRA = { add_to_variable = { kra_industry_raw = -10 } }
			  SPO_calculate_modifiers = yes
			  PAT_calculate_modifiers = yes
			  SQU_calculate_modifiers = yes
			  KRA_calculate_modifiers = yes
		}
		ai_will_do = {
			factor = 1
		}
	}
 	focus = {
		id =  tank
		icon = GFX_tank
		cost = 2

		mutually_exclusive = { }
		x = 7
		y = 4

		prerequisite = { focus = car}
		relative_position_id = 

		available = {

		}
		
		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 1000
				variant_name = "Boats I"
			}
			if = {
				limit = {
					NOT = { has_dlc = "No Step Back" }
				}
				set_technology = {
					basic_heavy_tank = 1    
			 tech_trucks = 1
			motorised_infantry = 1
					improved_heavy_tank = 1    

				}
				add_equipment_to_stockpile = {
					type = heavy_tank_equipment_2
					amount = 400
					variant_name = "Planktank I"
				}
			}
			if = {
 create_equipment_variant = {
    name = "Planktank_MK1"
    type = heavy_tank_chassis_1
    parent_version = 1
    modules = {
        main_armament_slot = tank_auto_cannon_1
		turret_type_slot = tank_heavy_two_man_tank_turret
		armor_type_slot = tank_riveted_armor
		engine_type_slot = tank_gasoline_engine
		special_type_slot_1 = secondary_turret_small_cannon
		special_type_slot_4 = tank_radio_1
    }
    upgrades = {
        tank_nsb_engine_upgrade = 1
    }
   
   }
				limit = {
					has_dlc = "No Step Back"
				}
				set_technology = {
					basic_heavy_tank_chassis = 1
						tech_trucks = 1
			motorised_infantry = 1
					improved_heavy_tank_chassis = 1

				}
				add_equipment_to_stockpile = {
					type = heavy_tank_chassis_1
					amount = 400
					variant_name = "Planktank_MK1"
				}
			}
			division_template = {
				name = "Planktank" 	
				division_names_group = RIR_INF_01

				regiments = {
					heavy_armor = { x = 0 y = 0 }		
					heavy_armor = { x = 0 y = 1 }		
					heavy_armor = { x = 1 y = 0 }		
					heavy_armor = { x = 1 y = 1 }		
					motorized = { x = 2 y = 0 }			
					motorized = { x = 2 y = 1 }
					motorized = { x = 2 y = 2 }
				}
				support = {
					recon = { x = 0 y = 0 }      		
					artillery = { x = 0 y = 1 }
					engineer = { x = 0 y = 2 }
				}
			}
			if = {
				limit = {
					has_dlc = "No Step Back"
				}
				capital_scope = {
					create_unit = {
						division = "name = \"Planktank\" division_template = \"Planktank\" start_experience_factor = 0.7 force_equipment_variants = { heavy_tank_chassis_1 = { creator = \"RIR\" version_name = \"Char B1\"} }"  
						owner = ROOT
					}
					create_unit = {
						division = "name = \"Planktank\" division_template = \"Planktank\" start_experience_factor = 0.7 force_equipment_variants = { heavy_tank_chassis_1 = { creator = \"RIR\" version_name = \"Char B1\"} }"  
						owner = ROOT
					}
				}
			}
			else = {
				capital_scope = {
					create_unit = {
						division = "name = \"Planktank\" division_template = \"Planktank\" start_experience_factor = 0.7"  
						owner = ROOT
					}
					create_unit = {
						division = "name = \"Planktank\" division_template = \"Planktank\" start_experience_factor = 0.7"  
						owner = ROOT
					}
				}
			}
		}
	}

 	focus = {
		id =  tower
		icon = GFX_tower
		cost = 2

		mutually_exclusive = { }
		x = 8
		y = 6

		prerequisite = { focus = tank }
		prerequisite = { focus = robot}
 
		relative_position_id = 

		available = {

		}
		
		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {	
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			capital_scope = {
				add_offsite_building = { type = arms_factory level = 15 }
				 add_offsite_building = { type = industrial_complex level =  5 }
 
				state_resource_aluminium = -40
				state_resource_chromium = -60
				state_resource_oil = -110
				state_resource_rubber = -80
				state_resource_steel = -100
				state_resource_tungsten = -40
			}
		}

		ai_will_do = {
			factor = 1
		}
	}
	
 	focus = {
		id =  zombies
		icon = GFX_zombies
		cost = 2

		mutually_exclusive = { }
		x = 12
		y = 6

		prerequisite = { focus = hat }
		prerequisite = { focus = robot}
 
		relative_position_id = 

		available = {

		}
		
		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {	
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			add_manpower = 1000000

			swap_ideas = {
				remove_idea = zombies0
				add_idea = zombies1
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
 	focus = {
		id =  zombie_army
		icon = GFX_zombie_army
		cost = 2

		mutually_exclusive = { }
		x = 10
		y = 7

		prerequisite = { focus = zombies }
		prerequisite = { focus = tower}
		relative_position_id = 

		available = {

		}
		
		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {	
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			division_template = {
				name = "Zombie Swarm" 	
				division_names_group = RIR_INF_01

				regiments = {
					infantry = { x = 0 y = 0 }
					infantry = { x = 0 y = 1 }
					infantry = { x = 0 y = 2 }
					infantry = { x = 1 y = 0 }
					infantry = { x = 1 y = 1 }
					infantry = { x = 1 y = 2 }
					infantry = { x = 2 y = 0 }
					infantry = { x = 2 y = 1 }
					infantry = { x = 2 y = 2 }
					infantry = { x = 3 y = 0 }
					infantry = { x = 3 y = 1 }
					infantry = { x = 3 y = 2 }
					infantry = { x = 0 y = 3 }
					infantry = { x = 1 y = 3 }
					infantry = { x = 2 y = 3 }
					infantry = { x = 3 y = 3 }
				}
				support = {
					recon = { x = 0 y = 0 }      		
					artillery = { x = 0 y = 1 }
					engineer = { x = 0 y = 2 }
				}
			}		
		
			capital_scope = {
				create_unit = {
					division = "name = \"Zombie Swarm\" division_template = \"Zombie Swarm\" start_manpower_factor = 1"
					owner = RIR
					count = 5
					allow_spawning_on_enemy_provs = yes
				} 
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
 	focus = {
		id =  zombie
		icon = GFX_zombie
		cost = 2

		mutually_exclusive = { }
		x = 10
		y = 9

		prerequisite = { focus = zombie_army }
 		relative_position_id = 

		available = {

		}
		
		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {	
		country_event = {
    id = sponge.121
  }
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			country_event = firstwar.1
		}
 
		ai_will_do = {
			factor = 1
		}
	}
	
	
 	focus = {
		id =   crab_chum
		icon = GFX_crab_chum
		cost = 2

		mutually_exclusive = { }
		x = 10
		y = 11

		prerequisite = { focus = zombie }
  
		relative_position_id = 

		available = {

		}
		
		bypass = {
			controls_state = 36
		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {	
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			custom_effect_tooltip = firstwar_kra_tt

           KRA = { add_to_variable = { kra_combat_raw = -30 } }
           KRA = { add_to_variable = { kra_health_raw = -30 } }
           KRA = { add_to_variable = { kra_industry_raw = -30 } }
		}

		ai_will_do = {
			factor = 1
		}
	}	

 	focus = {
		id =  pat_chum
		icon = GFX_pat_chum
		cost = 2

		mutually_exclusive = { }
		x = 8
		y = 13

 		prerequisite = { focus = crab_chum}
 
		relative_position_id = 

		available = {

		}
		
		bypass = {
			controls_state = 44
		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			custom_effect_tooltip = firstwar_pat_tt
		
           PAT = { add_to_variable = { pat_combat_raw = -30 } }
           PAT = { add_to_variable = { pat_health_raw = -30 } }
           PAT = { add_to_variable = { pat_industry_raw = -30 } }
		}

		ai_will_do = {
			factor = 1
		}
	}	
 	focus = {
		id =  bob_chum
		icon = GFX_bob_chum
		cost = 2

		mutually_exclusive = { }
		x = 12
		y = 13

 		prerequisite = { focus = crab_chum}
 
		relative_position_id = 

		available = {

		}
		
		bypass = {
			controls_state = 23
		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {	
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			custom_effect_tooltip = firstwar_bob_tt

           SPO = { add_to_variable = { spo_combat_raw = -30 } }
           SPO = { add_to_variable = { spo_health_raw = -30 } }
           SPO = { add_to_variable = { spo_industry_raw = -30 } }
		}

		ai_will_do = {
			factor = 1
		}
	}		
	
 	focus = {
		id = squid_chum
		icon = GFX_squid_chum
		cost = 2

		mutually_exclusive = { }
		x = 10
		y = 13

 		prerequisite = { focus = crab_chum}
 
		relative_position_id = 

		available = {

		}
		
		bypass = {
			controls_state = 15
		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {
 
		}

		completion_reward = {	
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			custom_effect_tooltip = firstwar_squ_tt
           SQU = { add_to_variable = { squ_combat_raw = -30 } }
           SQU = { add_to_variable = { squ_health_raw = -30 } }
           SQU = { add_to_variable = { squ_industry_raw = -30 } }
		}

		ai_will_do = {
			factor = 1
		}
	}	
		

 	focus = {
		id =  dead
		icon = GFX_dead
		cost = 2

		mutually_exclusive = { }
		x = 10
		y = 15
		
		prerequisite = { focus = squid_chum focus = pat_chum focus = bob_chum}
 
		relative_position_id = 

		available = {

		}
		
		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {	
		country_event = {
    id = sponge.122
  }
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			add_timed_idea = {
				idea = death
				days =  80
			}
		}
		ai_will_do = {
			factor = 1
		}
	}

 	focus = {
		id =   scream
		icon = GFX_scream
		cost = 2

		mutually_exclusive = { }
		x = 9
		y = 17

		prerequisite = { focus = dead }
 
		relative_position_id = 

		available = {

		}
		
		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {	
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			add_war_support = 0.5
			add_political_power = 100
			add_manpower = 500000
		}

		ai_will_do = {
			factor = 1
		}
	}

 	focus = {
		id =    slave
		icon = GFX_slave
		cost = 2

		mutually_exclusive = { }
		x = 11
		y = 17

		prerequisite = { focus = dead }
 
		relative_position_id = 

		available = {

		}
		
		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {	
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			add_equipment_to_stockpile = {
				type = infantry_equipment_1
				amount = 15000
				  producer = RIR
			}
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = 1000
			  producer = RIR
			}
			 capital_scope = {
				 damage_building = {
				  type = arms_factory
				  damage = 30
				}
			}
			 42 = {
				 damage_building = {
				  type = arms_factory
				  damage = 30
				}
			}
			  22 = {
				 damage_building = {
				  type = arms_factory
				  damage = 30
				}
			}
			  12 = {
				 damage_building = {
				  type = arms_factory
				  damage = 30
				}
			}
			  52 = {
				 damage_building = {
				  type = arms_factory
				  damage = 30
				}
			}
			 capital_scope = {
				 damage_building = {
				  type = industrial_complex
				  damage = 30
				}
			}
			 42 = {
				 damage_building = {
				  type = industrial_complex
				  damage = 30
				}
			}
			  22 = {
				 damage_building = {
				  type = industrial_complex
				  damage = 30
				}
			}
			  12 = {
				 damage_building = {
				  type = industrial_complex
				  damage = 30
				}
			}
			  52 = {
				 damage_building = {
				  type = industrial_complex
				  damage = 30
				}
			}
		}
	}
 	focus = {
		id =     clock
		icon = GFX_clock
		cost = 11

		mutually_exclusive = { }
		x = 10
		y = 19

		prerequisite = { focus = slave }
 		prerequisite = { focus = scream }

		relative_position_id = 1

		available = {
			has_war = no
		}
		
		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		complete_tooltip = {

		}

		completion_reward = {	
			custom_effect_tooltip = war_focus
			add_to_variable = { warpoints = 5 }
			country_event = sponge.123
		}
 
		ai_will_do = {
			factor = 1
		}
	}	
}