﻿### search_filters = {FOCUS_FILTER_POLITICAL}
### search_filters = {FOCUS_FILTER_RESEARCH}
### search_filters = {FOCUS_FILTER_INDUSTRY}
### search_filters = {FOCUS_FILTER_STABILITY}
### search_filters = {FOCUS_FILTER_WAR_SUPPORT}
### search_filters = {FOCUS_FILTER_MANPOWER}
### search_filters = {FOCUS_FILTER_ANNEXATION}

focus_tree = {
	id = hungarian_focus
	
	country = {
		factor = 0
		
		modifier = {
			add = 10
			tag = HUN
			#always = no
			has_dlc = "Death or Dishonor"
		}
	}
	
	default = no
	continuous_focus_position = { x = 1650 y = 2600 }

	############################
	##### BALANCED BUDGET ######
	############################

	focus = {
		id = HUN_deflationary_economics
		icon = GFX_focus_generic_self_management
		x = 7
		y = 0
		cost = 10
		ai_will_do = {	factor = 20	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			add_political_power = 75		
			add_stability = -0.06	
		}
	}
	
	focus = {
		id = HUN_bipartisan_recovery_legislation 
		icon = GFX_focus_generic_self_management
		prerequisite = { focus = HUN_deflationary_economics }
		x = -2
		y = 1
		relative_position_id = HUN_deflationary_economics
		cost = 5
		ai_will_do = {	factor = 20	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			add_political_power = 50
			add_stability = 0.03
		}
	}	
	 
	focus = {
		id = HUN_rightist_rhetoric
		icon = GFX_goal_generic_propaganda
		prerequisite = { focus = HUN_deflationary_economics }
		x = 0
		y = 1
		relative_position_id = HUN_deflationary_economics
		cost = 10
		ai_will_do = {	factor = 20	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			add_political_power = 50
			add_stability = 0.03		
		}
	}

	focus = {
		id = HUN_balanced_budget
		icon = GFX_goal_generic_consumer_goods
		mutually_exclusive = { focus = HUN_economic_intervention }
		prerequisite = { focus = HUN_rightist_rhetoric }
		x = -5
		y = 1
		relative_position_id = HUN_rightist_rhetoric
		cost = 10
		ai_will_do = {	factor = 50	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_POLITICAL }
		completion_reward = {	add_political_power = 120	}
	}

	focus = {
		id = HUN_strengthen_the_monarchists
		icon = GFX_focus_generic_support_the_left_right
		prerequisite = { focus = HUN_balanced_budget }
		x = 0
		y = 1
		relative_position_id = HUN_balanced_budget
		cost = 10
		ai_will_do = {	factor = 80	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = { FOCUS_FILTER_POLITICAL }
		completion_reward = {
			add_ideas = HUN_hungarian_monarchy
			set_party_name = { ideology = neutrality long_name = HUN_legitimists_party_long name = HUN_legitimists_party }
		}
	}

	focus = {
		id = HUN_elect_a_king
		icon = GFX_focus_hun_elect_a_king
		prerequisite = { focus = HUN_strengthen_the_monarchists }
		x = 0
		y = 2
		relative_position_id = HUN_balanced_budget
		cost = 10
		ai_will_do = {	factor = 80	}
		available = {	neutrality > 0.3 }
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = { FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY }
		completion_reward = {
			swap_ideas = {
				remove_idea = HUN_hungarian_monarchy
				add_idea = HUN_hungarian_monarchy_2
			}
		}
	}


	############################
	##### HABSBURG PRINCE ######
	############################
	focus = {
		id = HUN_invite_the_habsburg_prince
		icon = GFX_goal_generic_dangerous_deal
		prerequisite = { focus = HUN_elect_a_king }
		mutually_exclusive = { focus =  HUN_elect_a_democratic_king }
		mutually_exclusive = { focus =  HUN_elect_a_fascist_king }
		x = -6
		y = 1
		relative_position_id = HUN_elect_a_king
		cost = 10
		ai_will_do = {	factor = 60	}
		available = { has_government = neutrality }
		bypass = {	has_global_flag = GER_reformed_austro_hungarian_empire	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = { FOCUS_FILTER_POLITICAL }
		completion_reward = {
			add_naval_commander_role = {
				character = HUN_miklos_horthy
				traits = { gunnery_expert navy_media_personality superior_tactician }
				skill = 3
				legacy_id = 556 #Navy Miklos
				attack_skill = 2
				defense_skill = 2
				maneuvering_skill = 2
				coordination_skill = 4				
			}
			promote_character = HUN_otto_von_habsburg
			swap_ideas = {
				add_idea = HUN_habsburg_restored
				remove_idea = HUN_hungarian_monarchy_2
			}
			set_rule = { can_create_factions = yes }
			hidden_effect = {
				news_event = { id = news.290 }
			}
		}
	}

	focus = {
		id = HUN_demand_a_referendum
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = HUN_invite_the_habsburg_prince }
		mutually_exclusive = { focus = HUN_take_austria_by_force }
		x = -1
		y = 1
		relative_position_id = HUN_invite_the_habsburg_prince
		cost = 10
		cancel_if_invalid = yes
		ai_will_do = {	factor = 70	}
		available = {
			NOT = { has_war_with = AUS }
			is_subject = no
			AUS = {				
				exists = yes
				is_subject = no				
			}
		}
		bypass = {
			OR = {
				AND = {
					owns_state = 4
					owns_state = 848
					owns_state = 153
					owns_state = 152
				}
				has_global_flag = GER_reformed_austro_hungarian_empire
			}
		}
		search_filters = { FOCUS_FILTER_ANNEXATION }
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {	AUS = { country_event = { id = DOD_hungary.1 } } }
	}

	focus = {
		id = HUN_take_austria_by_force
		icon = GFX_goal_generic_territory_or_war
		prerequisite = { focus = HUN_invite_the_habsburg_prince }
		mutually_exclusive = { focus = HUN_demand_a_referendum }
		x = 1
		y = 1
		relative_position_id = HUN_invite_the_habsburg_prince
		will_lead_to_war_with = AUS
		will_lead_to_war_with = GER #if after Anschluss
		cost = 10

		ai_will_do = {
			factor = 70
			modifier = {
				factor = 0.5
				AUS = { is_in_faction = yes }
			}
		}
		available = {
			4 = {	OWNER = {	controls_state = PREV	}	}
			is_subject = no
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_ANNEXATION }
		completion_reward = {
			random_country = {
				limit = {	owns_state = 4	}
				HUN = {
					create_wargoal = {
						type = take_state_focus
						target = PREV
						expire = 0
						generator = { 4 152 153 848 }
					}
				}
			}
			add_state_claim = 152
			add_state_claim = 153
			add_state_claim = 848
			add_state_claim = 4
		}
	}

	focus = {
		id = HUN_proclaim_the_restoration_of_austria_hungary
		icon = GFX_focus_proclaim_the_restauration_of_Austria_Hungary
		prerequisite = { focus = HUN_demand_a_referendum focus = HUN_take_austria_by_force }
		x = 0
		y = 2
		relative_position_id = HUN_invite_the_habsburg_prince
		cost = 10
		ai_will_do = {	factor = 60	}
		available = {
			controls_state = 152	controls_state = 153
			controls_state = 848	controls_state = 4
			is_subject = no
		}
		bypass = {	has_global_flag = GER_reformed_austro_hungarian_empire	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER }
		completion_reward = {
			set_cosmetic_tag = HUN_EMPIRE
			hidden_effect = { AUS = { set_cosmetic_tag = AUS_NOT_WHITE } }
			152 = { add_core_of = ROOT }
			153 = { add_core_of = ROOT }
			848 = { add_core_of = ROOT }
			4 = { add_core_of = ROOT }
			69 = { add_core_of = ROOT }
			9 = { add_core_of = ROOT }
			75 = { add_core_of = ROOT }
			74 = { add_core_of = ROOT }
			72 = { add_core_of = ROOT }
			70 = { add_core_of = ROOT }
			664 = { add_core_of = ROOT }
			71 = { add_core_of = ROOT }
			73 = { add_core_of = ROOT }
			hidden_effect = {	news_event = { id = news.295 }	}
			set_global_flag = form_austria_hungary_flag
			set_global_flag = GER_reformed_austro_hungarian_empire
		}
	}

	focus = {
		id = HUN_proclaim_political_amnesty
		icon = GFX_goal_generic_national_unity
		prerequisite = { focus = HUN_proclaim_the_restoration_of_austria_hungary }
		x = 1
		y = 1
		relative_position_id = HUN_proclaim_the_restoration_of_austria_hungary
		cost = 10
		ai_will_do = {	factor = 1	}
		available_if_capitulated = yes
		completion_reward = { add_political_power = 200 } 
	}

	focus = { 
		id = HUN_gemeinsame_armee 
		icon = GFX_focus_generic_military_mission
		prerequisite = { focus = HUN_proclaim_the_restoration_of_austria_hungary }
		x = 3
		y = 1
		relative_position_id = HUN_proclaim_the_restoration_of_austria_hungary
		cost = 5
		ai_will_do = { factor = 5 }
		available_if_capitulated = yes 
		completion_reward = {
			add_ideas = gemeinsame_armee
			generate_character = {	
				token_base = Albrecht_von_Hapsburg		name= Albrecht_von_Hapsburg
				portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	}
			}
			set_portraits = { 
				character = Albrecht_von_Hapsburg
				army = { small ="gfx/interface/ideas/HUN/30_Albrecht_von_Hapsburg.dds" large ="gfx/leaders/HUN/Portrait_Hungary_Albrecht_von_Hapsburg.dds" }
			}
			add_field_marshal_role = {
				Character = Albrecht_von_Hapsburg traits = { politically_connected }	skill = 1	attack_skill = 1 defense_skill = 1	planning_skill = 2	logistics_skill = 1
			}
		} 
	}

	focus = { 
		id = HUN_military_youth_training
		icon = GFX_goal_rhineland
		prerequisite = { focus = HUN_gemeinsame_armee }
		x = 0
		y = 1
		relative_position_id = HUN_gemeinsame_armee 
		cost = 10
		ai_will_do = {	factor = 5	}
		available_if_capitulated = yes
		completion_reward = {
			if = {
				limit = {	has_idea = levente_associations	}
				remove_ideas = levente_associations
				swap_ideas = {
					add_idea = gemeinsame_armee3
					remove_idea = gemeinsame_armee
				}
			}
			else = { add_ideas = gemeinsame_armee2	}
		}
	}	

	focus = {
		id = HUN_partition_poland 
		icon = GFX_focus_ger_revive_kaiserreich
		prerequisite = { focus = HUN_proclaim_the_restoration_of_austria_hungary }
		mutually_exclusive = { focus = HUN_demand_reclamation }
		available = { 
			NOT = { is_in_faction_with = POL }
			owns_state = 71
			controls_state = 71
			has_war = no
			GER = { 
				has_government = neutrality 
				has_completed_focus = GER_die_wacht_am_rhineland
			}
		}
		x = -2
		y = 1
		relative_position_id = HUN_proclaim_the_restoration_of_austria_hungary
		cost = 3
		ai_will_do = {	factor = 5	}
		bypass = { GER = { has_completed_focus = GER_partition_poland }	}
		available_if_capitulated = yes
		completion_reward = { GER = { country_event = { id = cthun.16 days = 1 } }	}
	}
	focus = {
		id = HUN_puppet_poland
		icon = GFX_focus_generic_polish_deal
		prerequisite = { focus = HUN_partition_poland }
		available = { 
			NOT = { 
				POL = { 
					is_in_faction = yes 
					is_puppet = yes
				} 
			}
			owns_state = 89
			controls_state = 89
			has_war = no
			has_global_flag = ct_poland_partitioned
		}
		x = 0
		y = 1
		relative_position_id = HUN_partition_poland 
		cost = 10
		ai_will_do = { factor = 5 }
		available_if_capitulated = yes
		completion_reward = {
			if = {
				limit = { 
					has_dlc = "Together for Victory" 
					is_subject = no
				}
				HUN = {	set_autonomy = { target = POL autonomy_state = autonomy_dominion }	}
			}
			if = {
				limit = { 
					NOT = { has_dlc = "Together for Victory" }
					is_subject = no
				}
				puppet = POL
			}
		}
	}

	focus = {
		id = HUN_demand_reclamation 
		icon = GFX_focus_nsdap
		prerequisite = { focus = HUN_proclaim_the_restoration_of_austria_hungary }
		mutually_exclusive = { focus = HUN_partition_poland }
		available = { 
			is_ai = no 
			GER = { has_government = fascism }
		}
		x = -4
		y = 1
		relative_position_id = HUN_proclaim_the_restoration_of_austria_hungary
		cost = 3
		ai_will_do = {
			factor = 0
		}
		available_if_capitulated = yes
		completion_reward = {
			GER = { country_event = { id = cthun.13 days = 1 } }
		}
	}

	focus = { 
		id = HUN_integrate_bavaria_n_silesia
		icon = GFX_goal_generic_position_armies
		prerequisite = { focus = HUN_demand_reclamation }
	 	available = {
			owns_state = 66
			owns_state = 67
			owns_state = 54
			owns_state = 53
			owns_state = 52						
		}
		x = 0
		y = 1 
		relative_position_id = HUN_demand_reclamation
		cost = 14.3
		available_if_capitulated = yes
		completion_reward = {
			#create_corps_commander = {
			#	name = "Albrecht von Bayern"
			#	portrait_path = "gfx/leaders/GER/Portrait_Germany_Albrecht_von_Bayern.dds"			
			#	traits = { ranger politically_connected }
			#	skill = 2
			#	attack_skill = 2
			#	defense_skill = 2
			#	planning_skill = 2
			#	logistics_skill = 2
			#}
			generate_character = {	
				token_base = Albrecht_von_Bayern		name= Albrecht_von_Bayern
				portraits={	army={	large="gfx/leaders/USA/mr_blue.dds"	small="gfx/interface/ideas/USA/30_blue.dds"	}	}
			}
			set_portraits = { 
				character = Albrecht_von_Bayern
				army = { small ="gfx/interface/ideas/HUN/30_Andras_Littay.dds" large ="gfx/leaders/HUN/Portrait_Hungary_Albrecht_von_Hapsburg.dds" }
			}
			add_corps_commander_role = {
				Character = Albrecht_von_Bayern traits = { ranger politically_connected }	skill = 2	attack_skill = 2 defense_skill = 2	planning_skill = 2	logistics_skill = 2
			}
			add_state_core = 52
			add_state_core = 53
			add_state_core = 54
			add_state_core = 66
			add_state_core = 67	
		}
	}

	focus = {
		id = HUN_protect_czechoslovakia
		icon = GFX_goal_generic_defence
		prerequisite = { focus = HUN_proclaim_the_restoration_of_austria_hungary }
		x = 0
		y = 2
		relative_position_id = HUN_proclaim_the_restoration_of_austria_hungary
		cost = 10
		ai_will_do = {	factor = 60	}
		available = {
			is_subject = no
			country_exists = CZE
		}
		bypass = {
			CZE = {
				OR = {
					exists = no
					is_subject = yes
				}
			}
			has_global_flag = GER_reformed_austro_hungarian_empire
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_ANNEXATION }
		completion_reward = {
			CZE = { country_event = { id = DOD_hungary.10 } }
			custom_effect_tooltip = HUN_protect_czechoslovakia_tt
		}
	}

	focus = {
		id = HUN_czech_referendum
		icon = GFX_goal_generic_major_alliance
		prerequisite = { focus = HUN_protect_czechoslovakia }
		x = 0
		y = 1
		relative_position_id = HUN_protect_czechoslovakia
		cost = 10
		ai_will_do = {	factor = 70	}
		available = {
			NOT = { has_war_with = CZE }
			is_subject = no
			CZE = {
				OR = {
					exists = yes
					is_subject = no
				}
			}
		}
		bypass = {
			AND = {
				owns_state = 70
				owns_state = 9
				owns_state = 75
			}
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_ANNEXATION }		
		completion_reward = {	CZE = { country_event = { id = cthun.1 } }	}
	}

	focus = {
		id = HUN_pre_research_slot2
		icon = GFX_focus_research
		text = extra_tech_slot
		prerequisite = { focus = HUN_czech_referendum }
		x = 0
		y = 1
		relative_position_id = HUN_czech_referendum
		cost = 10
		ai_will_do = {	factor = 4000	}
		available = {
			controls_state = 9		controls_state = 75
			controls_state = 70		controls_state = 69
		}
		available_if_capitulated = yes
		completion_reward = {	add_research_slot = 1	}
	}

	focus = {
		id = HUN_claim_transylvania
		icon = GFX_focus_generic_strike_at_democracy2
		prerequisite = { focus = HUN_protect_czechoslovakia }
		x = -4
		y = 1
		relative_position_id = HUN_protect_czechoslovakia
		cost = 10
		ai_will_do = {	factor = 60	}
		available = {
			has_army_manpower = { size > 200000 }
			76 = { OWNER = { NOT = { is_in_faction_with = HUN } } }
			is_subject = no
		}
		bypass = {
			controls_state = 76		controls_state = 83
			controls_state = 84		controls_state = 82
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_ANNEXATION }
		completion_reward = {
			add_state_claim = 76
			add_state_claim = 83
			add_state_claim = 84
			add_state_claim = 82
			if = {
				limit = {
					NOT = {	has_war_with = ROM	}
					threat < 0.5
					ROM = {
						OR = {
							owns_state = 76
							owns_state = 83
							owns_state = 84
							owns_state = 82
						}
					}
				}
				ROM = { country_event = DOD_hungary.50 }
			}
			else = {
				add_ai_strategy = {
					type = conquer
  					id = ROM
  					value = 200
				}
			}	
		}
	}

	focus = {
		id = HUN_end_romania
		icon = GFX_goal_generic_major_war
		prerequisite = { focus = HUN_claim_transylvania }
		x = 0
		y = 1
		relative_position_id = HUN_claim_transylvania
		cost = 5
		ai_will_do = {	factor = 10	}
		available = {
			has_army_manpower = { size > 200000 }
			ROM = { NOT = { is_in_faction_with = HUN } }
			is_subject = no
		}
		bypass = {
			OR = {
				has_war_with = ROM
				NOT = { country_exists = ROM }			
			}
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_ANNEXATION }
		completion_reward = {
			create_wargoal = {
				type = annex_everything
				target = ROM
			} 
		}
	}

	focus = {
		id = HUN_integrating_romania
		icon = GFX_goal_generic_position_armies
		prerequisite = { focus = HUN_end_romania }
		x = 0
		y = 1
		relative_position_id = HUN_end_romania
		cost = 10
		ai_will_do = {
			factor = 10
		}
		available = {
			owns_state = 46		owns_state = 76
			#owns_state = 77
			owns_state = 78		owns_state = 79
			owns_state = 80		owns_state = 81
			owns_state = 82		owns_state = 83
			owns_state = 84		owns_state = 766
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			every_state = {	limit = { is_core_of = ROM } add_core_of = ROOT }
			80 = {	add_resource = {	type = steel	amount = 10	}	}
			84 = {	add_resource = {	type = steel	amount = 6	}	}
			46 = {	add_resource = {	type = steel	amount = 4	}	}
		}
	}

	focus = {
		id = HUN_march_to_the_shore
		icon = GFX_focus_generic_strike_at_democracy3
		prerequisite = { focus = HUN_protect_czechoslovakia }
		x = -2
		y = 1
		relative_position_id = HUN_protect_czechoslovakia
		cost = 10
		ai_will_do = {	factor = 60	}
		available = {
			has_army_manpower = { size > 250000 }
			109 = { OWNER = { NOT = { is_in_faction_with = HUN } } }
			is_subject = no
		}
		bypass = {
			controls_state = 102	controls_state = 853	controls_state = 103	
			controls_state = 109	controls_state = 104	controls_state = 45
			controls_state = 163	controls_state = 764	controls_state = 804
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_ANNEXATION }
		completion_reward = {
			add_state_claim = 102	add_state_claim = 853	add_state_claim = 103
			add_state_claim = 109	add_state_claim = 104	add_state_claim = 163
			add_state_claim = 804	add_state_core = 764	add_state_core = 45
			if = {
				limit = {
					OR = {
						103 = { is_controlled_by = YUG }
						103 = { controller = { is_subject_of = YUG } }
						103 = { controller = { is_in_faction_with = YUG } }
					}
				}
				add_ai_strategy = {
					type = conquer
  					id = YUG
  					value = 200
				}
			}
		}
	}

	focus = {
		id = HUN_integrating_yugoslavic_lands
		icon = GFX_goal_generic_position_armies
		prerequisite = { focus = HUN_march_to_the_shore }
		x = 0
		y = 1
		relative_position_id = HUN_march_to_the_shore
		cost = 14.3
		ai_will_do = {	factor = 10	}
		available = {
			owns_state = 102	owns_state = 103	owns_state = 109
			owns_state = 104	owns_state = 45		owns_state = 764
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			add_state_core = 102
			add_state_core = 103
			103 = {	add_resource = { type = steel amount = 12 }	}
			add_state_core = 109
			add_state_core = 104
			add_state_core = 45
			45 = {	add_resource = { type = steel amount = 8 }	}
			add_state_core = 764
			764 = {	add_resource = { type = steel amount = 4 }	}
		}
	}

	focus = {
		id = HUN_reclaim_venetia
		icon = GFX_goal_generic_occupy_states_coastal
		prerequisite = { focus = HUN_protect_czechoslovakia }
		x = 2
		y = 2
		relative_position_id = HUN_protect_czechoslovakia
		cost = 10
		ai_will_do = {
			factor = 60
		}
		available = {
			has_army_manpower = { size > 300000 }
			160 = { OWNER = { NOT = { is_in_faction_with = HUN } } }
		}
		bypass = {
			is_subject = no
			controls_state = 736	controls_state = 852	controls_state = 160
			controls_state = 39		controls_state = 850
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_ANNEXATION }
		completion_reward = {
			add_state_claim = 736	add_state_claim = 852	add_state_claim = 160
			add_state_claim = 39	add_state_claim = 850
			if = {
				limit = {
					160 = { is_controlled_by = ITA }
				}
				add_ai_strategy = {
					type = conquer
  					id = ITA
  					value = 200
				}
			}
		}
	}


	focus = {
		id = HUN_claim_galicia
		icon = GFX_focus_generic_strike_at_democracy1
		prerequisite = { focus = HUN_protect_czechoslovakia }
		x = 4
		y = 1
		relative_position_id = HUN_protect_czechoslovakia
		cost = 10
		ai_will_do = {	factor = 60	}
		available = {
			has_army_manpower = { size > 200000 }
			89 = { OWNER = { NOT = { is_in_faction_with = HUN } } }
			is_subject = no
		}
		bypass = {	controls_state = 88	controls_state = 89	controls_state = 91	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_ANNEXATION }
		completion_reward = {
			add_state_claim = 88
			add_state_claim = 89
			add_state_claim = 91
			if = {
				limit = {	89 = {	OWNER = {	not = { is_guaranteed_by = GER } }	}	}
				89 = {
					OWNER = {
						ROOT = {
							add_ai_strategy = {
								type = conquer
								id = PREV
								value = 200
							}
						}
					}
				}
			}
		}
	}

	focus = {
		id = HUN_integrating_polish_lands
		icon = GFX_goal_generic_position_armies
		prerequisite = { focus = HUN_claim_galicia }
		x = 0
		y = 1
		relative_position_id = HUN_claim_galicia
		cost = 14.3
		ai_will_do = {	factor = 10	}
		available = {	owns_state = 88 owns_state = 89	owns_state = 91	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			add_state_core = 88
			add_state_core = 89
			add_state_core = 91
		}
	}	

	#focus = {
	#	id = HUN_claim_the_bucovina
	#	icon = GFX_focus_generic_strike_at_democracy2
	#	#prerequisite = { focus = HUN_claim_galicia }
	#	x = 0
	#	y = 2
	#	relative_position_id = HUN_claim_galicia
	#	cost = 10
	#	ai_will_do = {	factor = 60	}
	#	available = {	is_subject = no	}
	#	bypass = {	controls_state = 80	}
	#	cancel_if_invalid = yes
	#	continue_if_invalid = no
	#	available_if_capitulated = no
	#	search_filters = { FOCUS_FILTER_ANNEXATION }
	#	completion_reward = {
	#		add_state_claim = 80
	#	}
	#}
	focus = {
		id = HUN_reclaim_the_empire
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { 
			focus = HUN_reclaim_venetia
			focus = HUN_integrating_yugoslavic_lands
			focus = HUN_pre_research_slot2		
		}
		#prerequisite = { focus = HUN_claim_the_bucovina }
		x = -2
		y = 1
		relative_position_id = HUN_reclaim_venetia
		cost = 10
		ai_will_do = {	factor = 60	}
		available = {
			is_subject = no
			NOT = {
				controls_state = 455
				controls_state = 454
				controls_state = 66 
				controls_state = 67 
				controls_state = 162
				controls_state = 17 
				controls_state = 159
				controls_state = 161
				controls_state = 762
			}
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_ANNEXATION }
		completion_reward = {
			add_state_claim = 455
			add_state_claim = 454
			add_state_claim = 66 
			add_state_claim = 67 
			add_state_claim = 162
			add_state_claim = 17 
			add_state_claim = 159
			add_state_claim = 161
			add_state_claim = 762
		}
	}
	focus = {       
		id = HUN_stoke_european_patriotism
		icon = GFX_goal_generic_military_deal
		prerequisite = { focus = HUN_reclaim_the_empire }
		available = { num_of_controlled_states > 42	}
		x = 0
		y = 1
		relative_position_id = HUN_reclaim_the_empire
		cost = 5
		ai_will_do = {	factor = 0	}
		available_if_capitulated = yes
		completion_reward = {
			set_country_flag = ct_supercore
			custom_effect_tooltip = GRE_ct_alex_tt
		}
	}

	############################
	##### DEMOCRATIC KING ######
	############################

	focus = {
		id = HUN_elect_a_democratic_king
		icon = GFX_focus_generic_home_defense
		prerequisite = { focus = HUN_elect_a_king }
		mutually_exclusive = { focus =  HUN_elect_a_fascist_king }
		mutually_exclusive = { focus =  HUN_invite_the_habsburg_prince }
		x = 0
		y = 1
		relative_position_id = HUN_elect_a_king
		cost = 10
		ai_will_do = {	factor = 20	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes

		search_filters = { FOCUS_FILTER_POLITICAL }
		completion_reward = {
			swap_ideas = {
				add_idea = HUN_hungarian_monarchy_democratic
				remove_idea = HUN_hungarian_monarchy_2
			}
			add_ideas = HUN_dynastic_ties
			unlock_decision_tooltip = HUN_call_in_sweden
			add_ideas = HUN_charles_v
			add_relation_modifier = {
				target = SWE
				modifier = HUN_dynastic_ties_license
			}
			hidden_effect = {
				news_event = { id = news.296 }
			}
			add_ai_strategy = {
				type = befriend
				id = "SWE"
				value = 200
			}
			add_ai_strategy = {
				type = support
				id = "SWE"
				value = 200
			}
			SWE = {
				add_ai_strategy = {
					type = befriend
					id = "HUN"
					value = 200
				}
				add_ai_strategy = {
					type = support
					id = "HUN"
					value = 200
				}
			}
			hidden_effect = { set_cosmetic_tag = HUN_MONARCHY }
		}
	}

	focus = {
		id = HUN_responsible_government
		icon = GFX_goal_support_democracy
		prerequisite = { focus = HUN_elect_a_democratic_king }
		x = 0
		y = 1
		relative_position_id = HUN_elect_a_democratic_king
		cost = 10
		ai_will_do = {	factor = 50	}
		available = {	democratic > 0.4	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = { FOCUS_FILTER_POLITICAL }
		completion_reward = {
			set_politics = { ruling_party = democratic }
			hold_election = HUN

			swap_ideas = {
				add_idea = HUN_his_majestys_government
				remove_idea = HUN_hungarian_monarchy_democratic
			}
			hidden_effect = {
				if = {
					limit = { 
						#has_dlc = "Battle for the Bosporus" #TODO
					}
					remove_opinion_modifier = {
						target = CZE
						modifier = BFTB_incongruous_neighbors
					}
					remove_opinion_modifier = {
						target = ROM
						modifier = BFTB_incongruous_neighbors
					}
					remove_opinion_modifier = {
						target = YUG
						modifier = BFTB_incongruous_neighbors
					}
					every_country = {
						limit = {
							has_opinion_modifier = BFTB_balkan_pact_enemy
						}
						remove_opinion_modifier = {
							target = HUN
							modifier = BFTB_balkan_pact_enemy
						}
					}
				}
			}
		}
	}

	focus = {
		id = HUN_rapproachement_with_little_entente
		icon = GFX_focus_generic_little_entente
		prerequisite = { focus = HUN_responsible_government }
		x = 0
		y = 2
		relative_position_id = HUN_elect_a_democratic_king
		cost = 10
		ai_will_do = { factor = 50 }
		bypass = {
			if = {
				limit = { has_dlc = "Arms Against Tyranny" }
				OR = {
					NOT = { has_idea = HUN_treaty_of_triannon_aat }
					AND = {
						ROM = {
							OR = {
								exists = no
								is_puppet = yes
							}
						}
						FRA = {
							OR = {
								exists = no
								is_puppet = yes
								NOT = { has_completed_focus = FRA_strengthen_the_little_entente }
							}
						}
					}
				}
			}
			else = {
				OR = {
					NOT = { has_idea = HUN_treaty_of_triannon }
					AND = {
						ROM = {
							OR = {
								exists = no
								is_puppet = yes
							}
						}
						FRA = {
							OR = {
								exists = no
								is_puppet = yes
								NOT = { has_completed_focus = FRA_strengthen_the_little_entente }
							}
						}
					}
				}
			}
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			if = {
				limit = {
					FRA = { 
						exists = yes
						is_subject = no
						has_completed_focus = FRA_strengthen_the_little_entente 
					}
				}
				FRA = { country_event = { id = DOD_hungary.30 } }
			}
			if = {
				limit = {
					country_exists = ROM
					OR = {
						FRA = { NOT = { has_completed_focus = FRA_strengthen_the_little_entente } }
						FRA = { exists = no }
						FRA = { is_subject = yes }
					}
				}
				ROM = { country_event = { id = DOD_hungary.30 } }
			}
			
		}
	}

	focus = {
		id = HUN_join_allies
		icon = GFX_goal_generic_alliance
		prerequisite = { focus = HUN_rapproachement_with_little_entente }
		mutually_exclusive = { focus = HUN_the_balkan_pact }
		x = -1
		y = 1
		relative_position_id = HUN_rapproachement_with_little_entente
		cost = 10
		ai_will_do = {
			factor = 60
			modifier = {
				factor = 0
					ENG = { has_capitulated = yes }
			}
			modifier = {
				factor = 0.2
					ENG = { surrender_progress > 0.2 }
			}
		}
		available = {
			is_in_faction = no
			is_subject = no
			ENG = {
				exists = yes
				is_puppet = no
				NOT = {	has_war_with = HUN	}
			}
			any_other_country = {
				is_major = yes
				is_faction_leader = yes
				has_government = democratic
			}
			NOT = {
				any_other_country = {
					is_in_faction_with = ENG
					has_war_with = HUN	
				}
			}
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		completion_reward = {
			if = {
				limit = {
					ENG = {
						has_government = democratic
						is_faction_leader = yes
						not = { has_war_with = ROOT }
					}
				}
				ENG = { country_event = generic.2 }
			}
			else = {
				get_best_alliance_match_democratic_effect = yes
				var:best_leader = {	country_event = generic.2	}
			}
		}
	}

	focus = {
		id = HUN_the_balkan_pact
		icon = GFX_goal_generic_national_unity
		prerequisite = { focus = HUN_rapproachement_with_little_entente }
		mutually_exclusive = { focus = HUN_join_allies }
		x = 1
		y = 1
		relative_position_id = HUN_rapproachement_with_little_entente
		cost = 10
		ai_will_do = {	factor = 60	}
		available = {	is_in_faction = no	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		completion_reward = {
			set_rule = { can_create_factions = yes } 
			create_faction = HUN_BALKAN_FACTION
		}
	}

	focus = {
		id = HUN_an_unlikely_alliance
		icon = GFX_goal_generic_major_alliance
		prerequisite = { focus = HUN_the_balkan_pact }
		x = 0
		y = 1
		relative_position_id = HUN_the_balkan_pact
		cost = 10
		ai_will_do = {	factor = 60	}
		available = {	ROM = {	is_in_faction = no	}	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		completion_reward = {	ROM = { country_event = generic.5 }	}
	}

	focus = {
		id = HUN_joint_oil_exploitation_company
		icon = GFX_goal_generic_oil_refinery
		prerequisite = { focus = HUN_join_allies }
		x = 0
		y = 1
		relative_position_id = HUN_join_allies
		cost = 10
		ai_will_do = {	factor = 50	}
		available = {
			is_in_faction_with = ENG
			ENG = {
				is_faction_leader = yes
				has_government = democratic
			}
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_to_tech_sharing_group = HUN_joint_oil_exploitation_company_tech_group
			ENG = { add_to_tech_sharing_group = HUN_joint_oil_exploitation_company_tech_group }
		}
	}


	############################
	####### FASCIST KING #######
	############################

	focus = {
		id = HUN_elect_a_fascist_king
		icon = GFX_goal_molotov_ribbentrop_pact
		prerequisite = { focus = HUN_elect_a_king }
		mutually_exclusive = { focus =  HUN_elect_a_democratic_king }
		mutually_exclusive = { focus =  HUN_invite_the_habsburg_prince }
		x = 6
		y = 1
		relative_position_id = HUN_elect_a_king
		cost = 10
		ai_will_do = {	factor = 20	}
		available = {
			OR = {
				has_government = fascism
				has_government = neutrality				
			}
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = { FOCUS_FILTER_POLITICAL }
		completion_reward = {
			swap_ideas = {
				add_idea = HUN_hungarian_monarchy_fascism
				remove_idea = HUN_hungarian_monarchy_2
			}
			set_cosmetic_tag = HUN_MONARCHY
			if = {
				limit = {	has_government = neutrality	}
				add_popularity = { ideology = fascism popularity = 0.05 }
				add_country_leader_role = {
					character = "HUN_franz_friedrich"
					country_leader = {
					  ideology=despotism
					  traits = { fascist_sympathies }
					  expire="1965.1.1"
					}
					promote_leader = yes
				}				
			}
			else = {
				add_country_leader_role = {
					character = "HUN_franz_friedrich"
					country_leader = {
					  ideology=nazism
					  expire="1965.1.1"
					}
					promote_leader = yes
				}	
			}
			hidden_effect = {	news_event = { id = news.297 }	}
		}
	}

	############################
	## ECONOMIC INTERVENTION ###
	############################

	focus = {
		id = HUN_economic_intervention
		icon = GFX_goal_generic_demand_territory
		mutually_exclusive = { focus = HUN_balanced_budget }
		prerequisite = { focus = HUN_rightist_rhetoric }
		x = 5
		y = 1
		relative_position_id = HUN_rightist_rhetoric
		cost = 10
		ai_will_do = {	factor = 100 }
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = { add_ideas = HUN_interventionism	}
	}



	############################
	####### FASCIST PATH #######
	############################

	focus = {
		id = HUN_strengthen_fascists
		icon = GFX_goal_support_fascism
		prerequisite = { focus = HUN_economic_intervention }
		mutually_exclusive = { focus = HUN_council_of_peoples_commissars }
		x = -3
		y = 1
		relative_position_id = HUN_economic_intervention
		cost = 10
		ai_will_do = {	factor = 90	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = { FOCUS_FILTER_POLITICAL }
		completion_reward = {
			add_timed_idea = { idea = HUN_strengthen_fascists days = 720 }
			add_popularity = { ideology = fascism popularity = 0.05 }
			set_party_name = { ideology = fascism long_name = HUN_arrow_cross_party_long name = HUN_arrow_cross_party }
		}
	}

	focus = {
		id = HUN_renounce_the_treaty_of_trianon
		icon = GFX_focus_renounce_the_treaty_of_trianon
		prerequisite = { focus = HUN_strengthen_fascists focus = HUN_elect_a_fascist_king }
		x = 0
		y = 3
		relative_position_id = HUN_strengthen_fascists

		cost = 10

		ai_will_do = {
			factor = 60
		}

		available = {
			OR = {
				has_government = fascism
				fascism > 0.4
			}
			is_subject = no
		}

		bypass = {
			if = {
				limit = {
					has_dlc = "Arms Against Tyranny"
				}
				NOT = {
					has_idea = HUN_treaty_of_triannon_aat
					has_idea = HUN_treaty_of_triannon_2
					has_idea = HUN_treaty_of_triannon_3
				}
			}
			else = {
				NOT = {
					has_idea = HUN_treaty_of_triannon
					has_idea = HUN_treaty_of_triannon_2
					has_idea = HUN_treaty_of_triannon_3
				}
			}
		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes


		completion_reward = {
			add_threat = 1
			if = {
				limit = { 
					FRA = { 
						has_completed_focus = FRA_strengthen_the_little_entente 
						exists = yes
						is_subject = no
					} 

				}
				FRA = { country_event = { id = DOD_hungary.40 } }
			}
			if = {
				limit = { 
					OR = {
						NOT = { FRA = { has_completed_focus = FRA_strengthen_the_little_entente } } 
						FRA = { exists = no }
						FRA = { is_subject = yes }
					}
				} #Romania gets the event if France not engaged in Balkans
				ROM = { country_event = { id = DOD_hungary.40 } }	 
			}
			
			#make Horthy or King dude leader. depending on focus picked earlier
			
			if = {
				limit = {
					has_completed_focus = HUN_strengthen_fascists
				}
				if = {
					#Retire Horthy if neutral leader
					limit = {
						has_country_leader = { character = HUN_miklos_horthy }
					}
					hidden_effect = { 
						retire_country_leader = yes 
					}
				}
				hidden_effect = {
					add_country_leader_role = {
						character = "HUN_miklos_horthy"
						country_leader={
							ideology=fascism_ideology
							traits={ anti_communist }
							expire="1965.1.1.1"
							id=503
						}
						promote_leader = yes
					}
				}
			}

			if = {
				limit = {
					has_completed_focus = HUN_elect_a_fascist_king
				}
				if = {
					#Retire Franz if he neutral leader
					limit = {
						has_country_leader = { character = HUN_franz_friedrich }
					}
					hidden_effect = { retire_country_leader = yes }
					add_country_leader_role = {
						character = "HUN_franz_friedrich"
						country_leader = {
						  ideology=nazism
						  expire="1965.1.1"
						}
						promote_leader = yes
					}
				}

				#Undecided
				if = {
					limit = {
						NOT = { has_completed_focus = HUN_elect_a_fascist_king }
						NOT = { has_completed_focus = HUN_strengthen_fascists }
					}
					custom_effect_tooltip = HUN_renounce_the_treaty_of_trianon_tt
				}

				
			}
			if = {
				limit = {
					NOT = { has_government = fascism }
				}
				set_politics = {
					ruling_party = fascism
					elections_allowed = no
				}
			}
		}
	}

	focus = {
		id = HUN_renew_the_rome_protocols
		icon = GFX_goal_generic_positive_trade_relations
		prerequisite = { focus = HUN_strengthen_fascists }
		mutually_exclusive = { focus = HUN_trade_deal_with_germany }
		x = 2
		y = 1
		relative_position_id = HUN_renounce_the_treaty_of_trianon

		cost = 10

		ai_will_do = {
			factor = 40
			modifier = {
                factor = 0
                is_historical_focus_on = yes
            }
		}

		available = {
			NOT = { has_war_with = ITA }
			NOT = { has_war_with = AUS }
			ITA = {
				exists = yes
				is_subject = no
				NOT = { has_war_with = AUS }
				OR = {
					has_government = neutrality
					has_government = fascism
				}
			}
			AUS = {
				exists = yes
				is_subject = no
				OR = {
					has_government = neutrality
					has_government = fascism
				}
			}
		}

		bypass = {

		}
		historical_ai = {
			GER = {
				OR = {
					exists = no
					NOT = {
						has_government = fascism #historical AI should only pick this if Germany doesn't exist or isn't fascist
					}
				}
			}
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no


		completion_reward = {
			swap_ideas = {
				add_idea = HUN_interventionism_2
				remove_idea = HUN_interventionism
			}
			if = {
				limit = {
					country_exists = AUS
				}
				reverse_add_opinion_modifier = { target = AUS modifier = HUN_renew_the_rome_protocols }
				add_opinion_modifier = { target = AUS modifier = HUN_renew_the_rome_protocols }
			}
			if = {
				limit = {
					country_exists = ITA
				}
				reverse_add_opinion_modifier = { target = ITA modifier = HUN_renew_the_rome_protocols }
				add_opinion_modifier = { target = ITA modifier = HUN_renew_the_rome_protocols }
			}
			news_event = { id = news.312 }
		}
	}

	focus = {
		id = HUN_protect_austria
		icon = GFX_goal_generic_military_sphere
		prerequisite = { focus = HUN_renew_the_rome_protocols }
		x = 2
		y = 2
		relative_position_id = HUN_renounce_the_treaty_of_trianon

		cost = 10

		ai_will_do = {
			factor = 60
		}

		available = {

		}

		bypass = {
			4 = {
				NOT = { is_owned_by = AUS }
			}
			152 = {
				NOT = { is_owned_by = AUS }
			}
			153 = {
				NOT = { is_owned_by = AUS }
			}
			848 = {
				NOT = { is_owned_by = AUS }
			}
		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no


		completion_reward = {
			#This modifies the AI change in germany.4 Aschluss event
			give_guarantee = AUS
		}
	}

	focus = {
		id = HUN_alliance_with_italy
		icon = GFX_goal_generic_major_alliance
		prerequisite = { focus = HUN_protect_austria }
		x = 2
		y = 3
		relative_position_id = HUN_renounce_the_treaty_of_trianon

		cost = 10

		ai_will_do = {
			factor = 60
		}

		available = {
			NOT = { has_war_with = ITA }
			is_subject = no
			is_in_faction = no
			ITA = {
				OR = {
					is_in_faction = no
					is_faction_leader = yes
				}
				is_subject = no
				ITA_is_kinda_fascist = yes
			}
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes


		completion_reward = {
			if = {
				limit = {
					ITA = { is_in_faction = no }
				}
				HUN = {
					set_rule = { can_create_factions = yes }
					create_faction = HUN_PACT_OF_ROME_FACTION
					ITA = { 
						country_event = generic.5 
						add_ai_strategy = {
							type = alliance
							id = "HUN"
							value = 200
						}
					}
					if = {
						limit = {
							country_exists = AUS
						}
						AUS = {
							country_event = generic.5
						}
					}
				}
			}
			if = {
				limit = {
					ITA = { is_faction_leader = yes }
				}
				ITA = {
					country_event = generic.2
				}
			}
			if = {
				limit = {
					ITA = { is_in_faction_with = FRA }
				}
				FRA = {
					country_event = generic.2
				}
			}
			hidden_effect = {
				news_event = { id = news.313 }
			}
			
		}
	}

	focus = {
		id = HUN_trade_deal_with_germany
		icon = GFX_goal_generic_trade
		prerequisite = { focus = HUN_renounce_the_treaty_of_trianon }
		mutually_exclusive = { focus = HUN_renew_the_rome_protocols }
		x = 0
		y = 1
		relative_position_id = HUN_renounce_the_treaty_of_trianon
		available = {
			NOT = { GER = { has_government = communism } }
		}

		cost = 10

		ai_will_do = {
			factor = 80
		}

		available = {
			NOT = { has_war_with = GER }
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no


		completion_reward = {
			add_opinion_modifier = { target = GER modifier = HUN_trade_deal_with_germany }
			reverse_add_opinion_modifier = { target = GER modifier = HUN_trade_deal_with_germany }
			swap_ideas = {
				add_idea = HUN_interventionism_2
				remove_idea = HUN_interventionism
			}
		}
	}

	focus = {
		id = HUN_joint_aluminum_mining_company
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = HUN_trade_deal_with_germany }
		x = 0
		y = 2
		relative_position_id = HUN_renounce_the_treaty_of_trianon
		cost = 10
		ai_will_do = {	factor = 80	}
		available = { ROOT = { has_full_control_of_state = 43 }	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_INDUSTRY }
		completion_reward = {
			43 = {
				add_resource = {
					type = aluminium
					amount = 16
				}
			}
		}
	}

	focus = {
		id = HUN_join_axis
		icon = GFX_goal_anschluss
		prerequisite = { focus = HUN_joint_aluminum_mining_company }
		x = 0
		y = 3
		relative_position_id = HUN_renounce_the_treaty_of_trianon
		cost = 10
		ai_will_do = {
			factor = 100
			modifier = {
				factor = 0
					GER = { has_capitulated = yes }
			}
			modifier = {
				GER = { surrender_progress > 0.25 }
				factor = 0.1
			}
		}
		available = {
			NOT = { has_war_with = GER }
			is_subject = no
			is_in_faction = no
			NOT = {
				any_other_country = {
					is_in_faction_with = GER
					has_war_with = HUN	
				}
			}
			GER = {
				is_faction_leader = yes
				has_government = fascism
				is_subject = no
			}
		}
		bypass = {
			AND = { 
				is_in_faction_with = GER
				GER = {
					is_faction_leader = yes
					has_government = fascism
				}
			} 
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		completion_reward = { GER = {	country_event = generic.2 } }
	}

	focus = {
		id = HUN_reaffirm_territorial_claims
		icon = GFX_goal_generic_forceful_treaty
		prerequisite = { focus = HUN_renounce_the_treaty_of_trianon }
		x = -3
		y = 2
		relative_position_id = HUN_renounce_the_treaty_of_trianon
		cost = 10
		ai_will_do = {
			factor = 40
			modifier = {
				factor = 0.25
				OR = {
					YUG = {	is_in_faction = yes	}
					ROM = {	is_in_faction = yes }					
				}
			}
			modifier = {
				factor = 4
				is_in_faction = yes
				NOT = {
					OR = {
						is_in_faction_with = GER
						is_in_faction_with = ROM
						is_in_faction_with = YUG
					}
				}
			}
		}
		available = {	is_puppet = no }
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_ANNEXATION }
		completion_reward = {
			add_state_core = 76
			add_state_core = 83
			add_state_core = 84
			add_state_core = 664
			add_state_core = 45
			add_state_core = 764
			add_state_claim = 82
		}
	}

	focus = {
		id = HUN_demand_transylvania
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { focus =  HUN_reaffirm_territorial_claims }
		x = -1
		y = 1
		relative_position_id = HUN_reaffirm_territorial_claims
		will_lead_to_war_with = ROM
		cost = 10
		ai_will_do = {	factor = 80	}
		available = {
			ROM = {
				controls_state = 76
				controls_state = 83
				controls_state = 84
			}
			is_puppet = no
			NOT = {	is_in_faction_with = ROM }
			NOT = {	has_war_with = ROM	}
			strength_ratio = { tag = ROM ratio > 0.66 }
			has_army_manpower = { size > 200000 }
		}
		bypass = {
			OR = {
				664 = {	OWNER = {	has_war_with = ROOT	} }
				NOT = {
					ROM = {
						controls_state = 76
						controls_state = 83
						controls_state = 84
					}
				}
			}
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_ANNEXATION }
		completion_reward = {	
			custom_effect_tooltip = HUN_demands_tt		
			ROM = { country_event = { id = DOD_hungary.50 } }
			hidden_effect = { news_event = { id = news.300 } }
		}
	}

	focus = {
		id = HUN_royal_tour
		icon = GFX_goal_generic_improve_relations
		prerequisite = { focus = HUN_elect_a_democratic_king focus =  HUN_invite_the_habsburg_prince focus =  HUN_elect_a_fascist_king }
		x = -2
		y = 1
		relative_position_id = HUN_elect_a_democratic_king
		cost = 10
		available_if_capitulated = yes
		ai_will_do = {	factor = 40 }
		completion_reward = { add_stability = 0.1	}
	}

	focus = {
		id = HUN_demand_southern_slovakia
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { focus = HUN_reaffirm_territorial_claims }
		x = 1
		y = 1
		relative_position_id = HUN_reaffirm_territorial_claims
		will_lead_to_war_with = CZE
		will_lead_to_war_with = SLO
		cost = 10
		ai_will_do = {	factor = 80	}
		available = {
			if = {
				limit = { 
					country_exists = CZE 
					664 = { is_owned_by = CZE }
				}
				strength_ratio = { tag = CZE ratio > 0.75 }
			}
			if = {
				limit = { 
					country_exists = SLO 
					664 = { is_owned_by = SLO }
				}
				strength_ratio = { tag = SLO ratio > 0.75 }
			}
			has_army_manpower = { size > 120000 }
		}
		bypass = {
			OR = {
				owns_state = 664
				664 = {	OWNER = {	has_war_with = ROOT	} }
				AND = {
					NOT = { CZE = { owns_state = 664 } }
					NOT = { SLO = { owns_state = 664 } }
				}
			}
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_ANNEXATION }
		completion_reward = {
			custom_effect_tooltip = HUN_demands_tt
			if = {
				limit = {
					CZE = {
						exists = yes 
						owns_state = 664
					}
				}
				if = {
					limit = { CZE = { is_subject = yes } }
					create_wargoal = {
						type = take_state_focus
						target = CZE
						expire = 0
						generator = { 664 }
					}
					else = { CZE = { country_event = DOD_hungary.80 } }
				}
			}
			if = {
				limit = {
					664 = { is_owned_by = POL } #exchanged Danzig for Slovakia
				}
				create_wargoal = {
					type = take_state_focus
					target = POL
					expire = 0
					generator = { 664 }
				}
			}
			if = {
				limit = {
					SLO = { 
						exists = yes 
						owns_state = 664
					}
				}
				SLO = { country_event = DOD_hungary.80 }
			}
			
		}
	}

	focus = {
		id = HUN_demand_the_vojvodina
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = { focus = HUN_demand_transylvania }
		prerequisite = { focus = HUN_demand_southern_slovakia }
		x = 0
		y = 2
		relative_position_id = HUN_reaffirm_territorial_claims
		will_lead_to_war_with = YUG
		cost = 10
		ai_will_do = {	factor = 70 }
		available = {
			strength_ratio = { tag = YUG ratio > 0.75 }
			has_army_manpower = { size > 175000 }
			OR = {
				is_ai = no
				date > 1938.8.1
			}
		}
		bypass = {
			OR = {
				YUG = {	exists = no	}
				owns_state = 45
				45 = {	OWNER = {	is_in_faction_with = ROOT	}	}
				45 = {	OWNER = {	has_war_with = ROOT		}	}
			}
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_ANNEXATION }
		completion_reward = {
			custom_effect_tooltip = HUN_demands_tt
			if = {
				limit = {
					OR = {
						has_war_with = YUG
						45 = {
							NOT = {
								is_owned_by = YUG
								owner = { is_subject_of = YUG }
							}
						}
					}
				}
				45 = { add_core_of = HUN }
				else = {
					if = {
						limit = {
							YUG = { 
								is_subject = yes 
								owns_state = 45
							}
						}
						create_wargoal = {
							type = take_state_focus
							target = YUG
							expire = 0
							generator = { 45 }
						}
						else = {
							if = {
								limit = {
									OR = {
										45 = { is_owned_by = YUG }
										45 = { owner = { is_subject_of = YUG } }
									}
								}
								YUG = { country_event = DOD_hungary.90 }
							}
						}
					}
				}
			}
			hidden_effect = { news_event = { id = news.306 } }
		}
	}

	focus = {
		id = HUN_claim_overlordship_over_slovakia
		icon = GFX_goal_generic_position_armies
		prerequisite = { focus = HUN_demand_southern_slovakia }
		x = 2
		y = 2
		relative_position_id = HUN_reaffirm_territorial_claims
		will_lead_to_war_with = SLO
		cost = 10

		ai_will_do = {
			factor = 70
		}

		available = {
			OR = {
				SLO = {
					exists = yes
					NOT = { is_puppet_of = HUN }
				}
				any_other_country = {
					owns_state = 70
					owns_state = 71
					owns_state = 72
					owns_state = 73
					NOT = {
						has_war_with = HUN
					}
				}
			}
			if = {
				limit = { country_exists = SLO }
				strength_ratio = { tag = SLO ratio > 0.75 }
				NOT = { has_war_with = SLO }
			}
			has_army_manpower = { size > 175000 }
		}

		bypass = {
			OR = {
				SLO = {
					is_subject_of = HUN
				}
				AND = {
					owns_state = 70
					owns_state = 71
					owns_state = 72
					owns_state = 73
				}
			}
		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no


		search_filters = { FOCUS_FILTER_ANNEXATION }
		completion_reward = {
			custom_effect_tooltip = HUN_demands_tt
			if = {
				limit = {
					70 = {
						controller = {
							NOT = {
								has_war_with = ROOT
							}
						}
					}
					SLO = { exists = no } 
					any_other_country = {
						NOT = {
							owns_state = 70
							owns_state = 71
							owns_state = 72
							owns_state = 73
						}
					}
				}
				70 = {
					controller = {
						country_event = { id = DOD_hungary.100 hours = 5 } 
					}
				}
			}
			if = {
				limit = {
					SLO = {
						exists = yes
						is_puppet = no
						NOT = {
							has_war_with = ROOT
						}
					}
				}
				SLO = { country_event = { id = DOD_hungary.107 hours = 3 } }
			}
			if = {
				limit = {
					SLO = {
						exists = yes
						is_puppet = yes
						NOT = {
							has_war_with = ROOT
						}
					}
				}
				SLO = { OVERLORD = { country_event = { id = DOD_hungary.107 hours = 4 } } }
			}
			hidden_effect = {
				news_event = { id = news.309 hours = 8 }
			}
		}
	}

	focus = {
		id = HUN_proclaim_greater_hungary
		icon = GFX_focus_proclaim_the_restauration_of_Austria_Hungary
		prerequisite = { focus = HUN_demand_the_vojvodina }
		x = 0
		y = 3
		relative_position_id = HUN_reaffirm_territorial_claims

		cost = 10

		ai_will_do = {
			factor = 80
		}

		available = {
			OR = {
				owns_state = 664
				owns_state = 73
				owns_state = 76
				owns_state = 84
				owns_state = 83
				owns_state = 82
				owns_state = 45
			}
			NOT = { has_global_flag = GER_reformed_austro_hungarian_empire }
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no


		search_filters = { FOCUS_FILTER_STABILITY }
		completion_reward = {
			custom_effect_tooltip = HUN_GREATER_tt
			set_cosmetic_tag = HUN_GREATER
			add_stability = 0.1
			hidden_effect = {
				news_event = { id = news.299 }
			}
		}
	}


	############################
	#### COMMUNIST BRANCH ######
	############################

	focus = {
		id = HUN_council_of_peoples_commissars
		icon = GFX_goal_support_communism
		prerequisite = { focus = HUN_economic_intervention }
		mutually_exclusive = { focus = HUN_strengthen_fascists }
		relative_position_id = HUN_economic_intervention
		x = 3
		y = 1
		cost = 10
		ai_will_do = {
			factor = 30
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = { FOCUS_FILTER_POLITICAL }
		completion_reward = {
			swap_ideas = {
				add_idea = HUN_interventionism_communism
				remove_idea = HUN_interventionism
			}
		}
	}

	focus = {
		id = HUN_assassinate_horthy
		icon = GFX_focus_hun_assassinate_horthy
		x = 0
		y = 1
		relative_position_id = HUN_economic_intervention
		prerequisite = { focus = HUN_council_of_peoples_commissars }
		relative_position_id = HUN_council_of_peoples_commissars

		cost = 10

		ai_will_do = {
			factor = 80
		}

		available = {
			communism > 0.3

		}

		bypass = {
			has_government = communism
		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes


		search_filters = { FOCUS_FILTER_POLITICAL }
		completion_reward = {
			if = {
				limit = { has_country_leader = { character = HUN_miklos_horthy } }
				kill_country_leader = yes
			}
			set_politics = {
				ruling_party = communism
				elections_allowed = no
			}
			news_event = { id = news.314 }
		}
	}

	focus = {
		id = HUN_the_hungarian_red_army
		icon = GFX_goal_generic_allies_build_infantry
		prerequisite = { focus = HUN_assassinate_horthy }
		x = -3
		y = 2
		relative_position_id = HUN_council_of_peoples_commissars

		cost = 10

		ai_will_do = {
			factor = 70
		}

		available = {
			if = {
				limit = {
					has_dlc = "Arms Against Tyranny"
				}
				NOT = {
					has_idea = HUN_treaty_of_triannon_aat
				}
			}
			else = {
				NOT = {
					has_idea = HUN_treaty_of_triannon
				}
			}
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no


		search_filters = { FOCUS_FILTER_MANPOWER }
		completion_reward = {
			add_ideas = HUN_the_hungarian_red_army
		}
	}

	focus = {
		id = HUN_soviet_hungarian_military_academy
		icon = GFX_focus_generic_soviet_politics
		prerequisite = { focus = HUN_the_hungarian_red_army }
		x = -3
		y = 3
		relative_position_id = HUN_council_of_peoples_commissars

		cost = 10

		ai_will_do = {
			factor = 70
		}

		available = {
			SOU = { 
				exists = yes
				has_government = communism
			}
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no


		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_doctrine_cost_reduction = {
				name = HUN_soviet_hungarian_military_academy
			    cost_reduction = 0.35
			    uses = 2
			    category = land_doctrine
			}
		}
	}

	focus = {
		id = HUN_join_comintern
		icon = GFX_focus_generic_join_comintern
		prerequisite = { focus = HUN_assassinate_horthy }
		mutually_exclusive = { focus = HUN_the_revolutionary_council }
		x = 0
		y = 2
		relative_position_id = HUN_council_of_peoples_commissars

		cost = 10

		ai_will_do = {
			factor = 80
			modifier = {
				factor = 0
					SOV = { has_capitulated = yes }
			}
		}

		available = {
			ANY_comintern_joinable = yes 
			is_in_faction = no
			IF = {
				limit = { SOV = { has_government = communism }}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = HUN	
					}
				}
			}
			is_subject = no
			communism > 0.5
		}

		bypass = {
			is_in_faction_with = SOV
		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes

		search_filters = { FOCUS_FILTER_POLITICAL }
		completion_reward = {
			if = {
				limit = {
					SOV = {
						has_government = communism
						is_faction_leader = yes
					}
				}
				SOV = {
					country_event = generic.2
				}
				if = {
					limit = {
						SOV = {
							NOT = {
								has_completed_focus = SOV_the_anti_soviet_trotskyist_center
							}
						}
					}
					retire_country_leader = yes
					create_country_leader = {
						name = "Bela Kun"
						desc = "POLITICS_BELA_KUN_DESC"
						picture = GFX_Portrait_hungary_bela_kun
						expire = "1965.1.1"
						ideology = marxism
						traits = {
						}
					}
				}
			}
			else = {
				get_best_alliance_match_communism_effect = yes
				var:best_leader = {
					country_event = generic.2
				}
			}
		}
	}

	focus = {
		id = HUN_the_revolutionary_council
		icon = GFX_goal_generic_national_unity
		prerequisite = { focus = HUN_assassinate_horthy }
		mutually_exclusive = { focus = HUN_join_comintern }
		x = 2
		y = 1
		relative_position_id = HUN_assassinate_horthy

		cost = 10

		ai_will_do = {
			factor = 60
		}

		available = {
			is_in_faction = no
			is_subject = no
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes

		completion_reward = {
			set_rule = { can_create_factions = yes } 
			create_faction = HUN_FACTION_COMMIE
		}
	}

	focus = {
		id = HUN_pressure_romania
		icon = GFX_goal_demand_sudetenland
		prerequisite = { focus = HUN_join_comintern }
		x = -1
		y = 3
		relative_position_id = HUN_council_of_peoples_commissars

		cost = 10

		ai_will_do = {
			factor = 60
		}

		available = {
			ROM = { 
				exists = yes 
				NOT = { is_in_faction_with = SOV }
				NOT = { has_war_with = SOV }
				OR = {
					owns_state = 76
					owns_state = 78
				}
			}
			NOT = { has_war_with = SOV }
			SOV_comintern_joinable = yes 
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		completion_reward = {
			SOV = { country_event = DOD_hungary.110 }
		}
	}

	focus = {
		id = HUN_intervene_in_czechoslovakia
		icon = GFX_goal_generic_political_pressure
		prerequisite = { focus = HUN_join_comintern }
		x = 1
		y = 3
		relative_position_id = HUN_council_of_peoples_commissars

		cost = 10

		ai_will_do = {
			factor = 60
		}

		available = {
			CZE = { exists = yes }
			NOT = { has_war_with = SOV }
			CZE = { NOT = { is_in_faction_with = SOV } }
			SOV_comintern_joinable = yes 
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		completion_reward = {
			SOV = { country_event = DOD_hungary.120 }
		}
	}

	############################
	##### INDUSTRY BRANCH ######
	############################
	focus = {
		id = HUN_pre_research_slot
		icon = GFX_focus_research
		x = 20
		y = 0
		cost = 8
		ai_will_do = {
			factor = 4000
		}
		available_if_capitulated = yes
		completion_reward = {
			add_research_slot = 1
		}
	}

	focus = {
		id = HUN_mineral_exploration
		icon = GFX_goal_generic_construction2
		prerequisite = { focus = HUN_pre_research_slot }
		x = -2
		y = 2
		relative_position_id = HUN_pre_research_slot
		cost = 5
		ai_will_do = {	factor = 60	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			random_owned_controlled_state = { add_resource = { type = steel amount = 8 }	}
			random_owned_controlled_state = { add_resource = { type = steel amount = 4 }	}
			random_owned_controlled_state = { add_resource = { type = steel amount = 4 }	}	
		}
	}

	focus = {
		id = HUN_hire_smith
		icon = GFX_goal_generic_intelligence_exchange
		prerequisite = { focus = HUN_pre_research_slot }
		available = { date < 1935.12.31 }
		x = 1
		y = 1
		relative_position_id = HUN_pre_research_slot
		cost = 5
		ai_will_do = {	factor = 1	}
		available_if_capitulated = yes
		completion_reward = {
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = jeremiah_smith		
		}
	}

	focus = {
		id = HUN_support_domestic_industry2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = HUN_hire_smith }
		x = 0
		y = 2
		relative_position_id = HUN_hire_smith
		cost = 10
		ai_will_do = {
			factor = 60
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		complete_tooltip = {
			random_state = {
				limit = {
					has_state_flag = HUN_support_domestic_industry_IC
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = HUN_support_domestic_industry_IC
			}
		}
	}

	focus = { #CLANDESTINE ARMS PRODUCTION
		id = HUN_arms_effort
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = HUN_pre_research_slot }
		x = -1
		y = 1
		relative_position_id = HUN_pre_research_slot
		cost = 8
		available_if_capitulated = yes
		ai_will_do = {
			factor = 20			
		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 1
						include_locked = yes
					}
				}
			}
		}
		complete_tooltip = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		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
				}
			}
		}
	}

	focus = { 
		id = HUN_arms_effort2
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = HUN_pre_research_slot }
		x = 2
		y = 2
		relative_position_id = HUN_pre_research_slot
		cost = 8
		available_if_capitulated = yes
		ai_will_do = {
			factor = 20			
		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = production_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = arms_factory
						size < 1
						include_locked = yes
					}
				}
			}
		}
		complete_tooltip = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		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
				}
			}
		}
	}

	focus = {
		id = HUN_support_urbanization2
		icon = GFX_focus_usa_guarantee_the_american_dream
		prerequisite = { focus = HUN_arms_effort }
		x = -1
		y = 1
		relative_position_id = HUN_industrial_revitalization
		cost = 8
		ai_will_do = {
			factor = 90
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			154 = {	add_extra_state_shared_building_slots = 2	}
			155= {	add_extra_state_shared_building_slots = 2	}
			800 = {	add_extra_state_shared_building_slots = 2	}
			43 = {	add_extra_state_shared_building_slots = 2	}
		}
	}


	focus = {
		id = HUN_industrial_revitalization
		icon = GFX_goal_generic_construction
		prerequisite = { focus = HUN_pre_research_slot }
		x = 0
		y = 2
		relative_position_id = HUN_pre_research_slot
		cost = 10
		ai_will_do = {	factor = 90	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_tech_bonus = {
				name = HUN_industrial_revitalization
				bonus = 1.0
				uses = 1
				category = industry
			}
		}
	}

	focus = {
		id = HUN_reintegrate_the_railroads
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = HUN_industrial_revitalization }
		prerequisite = { focus = HUN_arms_effort2 focus = HUN_mineral_exploration }
		prerequisite = { focus = HUN_support_urbanization2 focus = HUN_support_domestic_industry2 }		
		x = 0
		y = 2
		relative_position_id = HUN_industrial_revitalization
		cost = 10
		ai_will_do = {	factor = 70	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_INDUSTRY }
		complete_tooltip = {
			random_state = {
				limit = {	has_state_flag = HUN_reintegrate_the_railroads_Inf	}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			random_state = {
				limit = { has_state_flag = HUN_reintegrate_the_railroads_Inf_2	}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			random_state = {
				limit = {	has_state_flag = HUN_reintegrate_the_railroads_Inf_3 }
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			if = {
				limit = { country_exists = AUS }
				reverse_add_opinion_modifier = { target = AUS modifier = HUN_reintegrate_the_railroads }
			}
			if = {
				limit = { country_exists = CZE }
				reverse_add_opinion_modifier = { target = CZE modifier = HUN_reintegrate_the_railroads }
			}
		}
		completion_reward = {
			random_owned_controlled_state = {
				prioritize = { 155 }
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				set_state_flag = HUN_reintegrate_the_railroads_Inf
			}
			random_owned_controlled_state = {
				prioritize = { 43 }
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				set_state_flag = HUN_reintegrate_the_railroads_Inf_2
			}
			random_owned_controlled_state = {
				prioritize = { 664 }
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				set_state_flag = HUN_reintegrate_the_railroads_Inf_3
			}
			if = {
				limit = { country_exists = AUS }
				reverse_add_opinion_modifier = { target = AUS modifier = HUN_reintegrate_the_railroads }
			}
			if = {
				limit = { country_exists = CZE }
				reverse_add_opinion_modifier = { target = CZE modifier = HUN_reintegrate_the_railroads }
			}
		}
	}

	focus = {
		id = HUN_support_domestic_industry
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = HUN_reintegrate_the_railroads }
		x = -1
		y = 1
		relative_position_id = HUN_reintegrate_the_railroads
		cost = 10
		ai_will_do = {	factor = 60	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_INDUSTRY }
		complete_tooltip = {
			random_state = {
				limit = {	has_state_flag = HUN_support_domestic_industry_IC	}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = HUN_support_domestic_industry_IC
			}
		}
	}

	focus = {
		id = HUN_support_urbanization
		icon = GFX_goal_generic_construction
		prerequisite = { focus = HUN_reintegrate_the_railroads }
		x = 1
		y = 1
		relative_position_id = HUN_reintegrate_the_railroads
		cost = 10
		ai_will_do = {
			factor = 90
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_INDUSTRY }
		completion_reward = {
			if = {
				limit = {
					43 = {
						free_building_slots = {
							building = industrial_complex
							size > 1
							include_locked = yes
						}
					}
				}
				43 = {
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}

	focus = {
		id = HUN_institute_for_industrial_techniques
		icon = GFX_focus_research
		prerequisite = { focus = HUN_support_urbanization focus = HUN_support_domestic_industry }
		x = 0
		y = 3
		relative_position_id = HUN_reintegrate_the_railroads
		cost = 10
		ai_will_do = {	factor = 90	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {	add_research_slot = 1	}
	}

	focus = {
		id = HUN_announce_the_gyor_program
		icon = GFX_goal_generic_production
		prerequisite = { focus = HUN_institute_for_industrial_techniques }
		x = 0
		y = 2
		relative_position_id = HUN_institute_for_industrial_techniques
		cost = 10
		ai_will_do = {	factor = 90	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_tech_bonus = {
				name = HUN_announce_the_gyor_program
				bonus = 1.0
				uses = 2
				category = industry
			}
		}
	}

	############################
	#### CIVILIAN INDUSTRY #####
	############################

	focus = {
		id = HUN_civilian_industry
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = HUN_announce_the_gyor_program }
		mutually_exclusive = { focus = HUN_domestic_arms_industry }
		x = -1
		y = 1
		relative_position_id = HUN_announce_the_gyor_program
		cost = 10
		ai_will_do = {	factor = 40	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_INDUSTRY }
		complete_tooltip = {
			random_state = {
				limit = {	has_state_flag = HUN_civilian_industry_IC	}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = HUN_civilian_industry_IC
			}
		}
	}

	focus = {
		id = HUN_invite_foreign_investors
		icon = GFX_goal_generic_intelligence_exchange
		prerequisite = { focus = HUN_civilian_industry }
		x = -4
		y = 1
		relative_position_id = HUN_civilian_industry
		cost = 10
		ai_will_do = {	factor = 70	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_INDUSTRY }
		completion_reward = {	add_ideas = HUN_invite_foreign_investors	}
	}

	focus = {
		id = HUN_expand_the_manfred_weiss_steel_works
		icon = GFX_goal_generic_construct_civilian
		prerequisite = { focus = HUN_invite_foreign_investors }
		x = -1
		y = 1
		relative_position_id = HUN_invite_foreign_investors
		cost = 10
		ai_will_do = {	factor = 70	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_INDUSTRY }
		complete_tooltip = {
			random_state = {
				limit = {	has_state_flag = HUN_expand_the_manfred_weiss_steel_works_IC	}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_resource = {
					type = steel
					amount = 8
				}
			}
		}

		completion_reward = {
			random_owned_controlled_state = {
				prioritize = { 43 }
				limit = {
					ROOT = { has_full_control_of_state = PREV } 
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = HUN_expand_the_manfred_weiss_steel_works_IC
				add_resource = {
					type = steel
					amount = 12
				}
			}
		}
	}

	focus = {
		id = HUN_expand_the_aluminum_industry
		icon = GFX_goal_generic_construct_civilian
		prerequisite = { focus = HUN_invite_foreign_investors }
		x = 1
		y = 1
		relative_position_id = HUN_invite_foreign_investors
		cost = 10
		ai_will_do = {	factor = 70	}
		available = {
			ROOT = { has_full_control_of_state = 43 }
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_INDUSTRY }
		completion_reward = {
			43 = {
				add_resource = {
					type = aluminium
					amount = 16
				}
			}
		}
	}

	focus = {
		id = HUN_expand_the_technical_university_of_budapest
		icon = GFX_focus_research
		prerequisite = { focus = HUN_expand_the_manfred_weiss_steel_works }
		prerequisite = { focus = HUN_expand_the_aluminum_industry }
		x = 0
		y = 2
		relative_position_id = HUN_invite_foreign_investors
		cost = 10
		ai_will_do = {	factor = 100	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_research_slot = 1
		}
	}

	############################
	###### ARMS INDUSTRY #######
	############################

	focus = {
		id = HUN_domestic_arms_industry
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = HUN_announce_the_gyor_program }
		mutually_exclusive = { focus = HUN_civilian_industry }
		x = 1
		y = 1
		relative_position_id = HUN_announce_the_gyor_program
		cost = 10
		ai_will_do = {	factor = 80	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_INDUSTRY }
		complete_tooltip = {
			random_state = {
				limit = {
					has_state_flag = HUN_domestic_arms_industry_AF1
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
			random_state = {
				limit = {
					has_state_flag = HUN_domestic_arms_industry_AF2
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
				set_state_flag = HUN_domestic_arms_industry_AF1
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				set_state_flag = HUN_domestic_arms_industry_AF2
			}
		}
	}

	focus = {
		id = HUN_aeronautic_technology_institute
		icon = GFX_focus_research
		prerequisite = { focus = HUN_domestic_arms_industry }
		x = 4
		y = 1
		relative_position_id = HUN_domestic_arms_industry
		cost = 10
		ai_will_do = {	factor = 80	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {	add_research_slot = 1	}
	}

	focus = {
		id = HUN_boost_hungarian_aviation_industry
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = HUN_aeronautic_technology_institute }
		x = 0
		y = 2
		relative_position_id = HUN_aeronautic_technology_institute
		cost = 10
		ai_will_do = {	factor = 60	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_INDUSTRY }
		complete_tooltip = {
			random_state = {
				limit = {	has_state_flag = HUN_boost_hungarian_aviation_industry_AF1	}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
				set_state_flag = HUN_boost_hungarian_aviation_industry_AF1
			}
		}
	}

	############################
	#### Synthetic INDUSTRY #####
	############################

	focus = {
		id = HUN_autarky
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = HUN_civilian_industry focus = HUN_domestic_arms_industry }
		x = 0
		y = 2
		relative_position_id = HUN_announce_the_gyor_program
		available = {
			OR = {
				is_ai = no
				date > 1935.12.31
			}
		}
		cost = 10
		ai_will_do = {	factor = 40	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			log = "[GetDateText]: [Root.GetName]: Focus HUN_autarky"
			add_tech_bonus = {
				name = HUN_autarky
				bonus = 1.0
				uses = 2
				technology = excavation2
				technology = excavation3
				technology = excavation4
				technology = excavation5
			}
			add_ideas = GER_autarky_idea
			if = {
				limit = { has_idea = great_depression }
				remove_ideas = great_depression
			}
			if = {
				limit = { has_idea = idea_depression_paralysis }
				remove_ideas = {	idea_depression_paralysis	}
			}
		}
	}

	focus = {
		id = HUN_rationalized_production
		icon = GFX_goal_generic_production2
		dynamic = yes
		prerequisite = { focus = HUN_autarky }
		mutually_exclusive = { focus = HUN_state_controlled_industry }
		available = {
			NOT = { 
				has_government = communism 
				has_government = fascism
			}
		}
		x = 0
		y = 1
		relative_position_id = HUN_autarky
		cost = 10
		ai_will_do = {
			factor = 200
		}
		available_if_capitulated = no
		complete_tooltip = {
			every_state = {
				limit = { has_state_flag = HUN_industrial_effort_2IC }
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}			
		}
		completion_reward = {
			log = "[GetDateText]: [Root.GetName]: Focus HUN_rationalized_production"
			USA_great_depression_level_down = yes
			if = {
				limit = { owns_state = 4 }
				random_owned_controlled_state = {
					limit = {
						is_in_home_area = yes
						free_building_slots = {
							building = industrial_complex
							size > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
					set_state_flag = HUN_industrial_effort_2IC
				}
				random_owned_controlled_state = {
					limit = {
						is_in_home_area = yes
						free_building_slots = {
							building = industrial_complex
							size > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
					set_state_flag = HUN_industrial_effort_2IC
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_in_home_area = yes
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = HUN_industrial_effort_2IC
			}
			random_owned_controlled_state = {
				limit = {
					is_in_home_area = yes
					free_building_slots = {
						building = industrial_complex
						size > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				set_state_flag = HUN_industrial_effort_2IC
			}
		}
	}
	focus = {
		id = HUN_subsidize_auto_industry
		icon = GFX_goal_generic_consumer_goods
		dynamic = yes
		prerequisite = { focus = HUN_rationalized_production }
		x = 0
		y = 1
		relative_position_id = HUN_rationalized_production
		cost = 10
		ai_will_do = {
			factor = 100
		}
		available_if_capitulated = no
		complete_tooltip = {
			every_state = {
				limit = { has_state_flag = HUN_industrial_effort_2_2IC }
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		completion_reward = {
			log = "[GetDateText]: [Root.GetName]: Focus HUN_rationalized_production"
			random_owned_controlled_state = {
				limit = {
					is_in_home_area = yes
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = HUN_industrial_effort_2IC
			}
			if = {
				limit = { owns_state = 4 }
				random_owned_controlled_state = {
					limit = {
						is_in_home_area = yes
						free_building_slots = {
							building = industrial_complex
							size > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
					set_state_flag = HUN_industrial_effort_2IC
				}
				random_owned_controlled_state = {
					limit = {
						is_in_home_area = yes
						free_building_slots = {
							building = industrial_complex
							size > 0
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
					set_state_flag = HUN_industrial_effort_2IC
				}
			}
		}
	}
	
	focus = {
		id = HUN_state_controlled_industry
		icon = GFX_goal_generic_construct_civ_factory
		dynamic = yes
		prerequisite = { focus = HUN_autarky }
		mutually_exclusive = { focus = HUN_rationalized_production }
		available = {
			NOT = { 
				has_government = democratic
			}
		}
		x = 2
		y = 1
		relative_position_id = HUN_autarky
		cost = 10
		ai_will_do = {
			factor = 200
		}
		available_if_capitulated = no
		complete_tooltip = {
			every_state = {
				limit = { has_state_flag = HUN_industrial_effort_2IC }
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}			
		}
		completion_reward = {
			log = "[GetDateText]: [Root.GetName]: Focus HUN_state_controlled_industry"
			USA_great_depression_level_down = yes
			swap_ideas = {
				remove_idea = GER_autarky_idea
				add_idea = GER_autarky_idea2
			}
			random_owned_controlled_state = {
				limit = {
					is_in_home_area = yes
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = HUN_industrial_effort_2IC
			}
			random_owned_controlled_state = {
				limit = {
					is_in_home_area = yes
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = HUN_industrial_effort_2IC
			}
			if = {
				limit = { owns_state = 4 }
				random_owned_controlled_state = {
					limit = {
						is_in_home_area = yes
						free_building_slots = {
							building = industrial_complex
							size > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
					set_state_flag = HUN_industrial_effort_2IC
				}
				random_owned_controlled_state = {
					limit = {
						is_in_home_area = yes
						free_building_slots = {
							building = industrial_complex
							size > 0
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
					set_state_flag = HUN_industrial_effort_2IC
				}
			}
			custom_effect_tooltip = GER_stifled_initiative_tt
		}
	}
	
	focus = {
		id = HUN_order_industrial_cartels
		icon = GFX_goal_generic_construct_civ_factory
		dynamic = yes
		prerequisite = { focus = HUN_state_controlled_industry }
		x = 0
		y = 1
		relative_position_id = HUN_state_controlled_industry
		cost = 10
		ai_will_do = {
			factor = 100
		}
		available_if_capitulated = no
		complete_tooltip = {
			every_state = {
				limit = { has_state_flag = HUN_industrial_effort_2_2IC }
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		completion_reward = {
			log = "[GetDateText]: [Root.GetName]: Focus HUN_order_industrial_cartels"
			if = {
				limit = { owns_state = 4 }
				random_owned_controlled_state = {
					limit = {
						is_in_home_area = yes
						free_building_slots = {
							building = industrial_complex
							size > 1
							include_locked = yes
						}
					} 
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
					set_state_flag = HUN_industrial_effort_2IC
				}
				random_owned_controlled_state = {
					limit = {
						is_in_home_area = yes
						free_building_slots = {
							building = industrial_complex
							size > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
					set_state_flag = HUN_industrial_effort_2IC
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_in_home_area = yes
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = HUN_industrial_effort_2IC
			}
			random_owned_controlled_state = {
				limit = {
					is_in_home_area = yes
					free_building_slots = {
						building = industrial_complex
						size > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				set_state_flag = HUN_industrial_effort_2IC
			}
		}
	}
	
	focus = {
		id = HUN_coal_liquidization
		icon = GFX_goal_generic_oil_refinery
		prerequisite = { focus = HUN_autarky }
		x = -2
		y = 1
		relative_position_id = HUN_autarky
		cost = 10
		ai_will_do = {
			factor = 40
		}
		available = {
		}
		completion_reward = {
			log = "[GetDateText]: [Root.GetName]: Focus HUN_coal_liquidization"
			add_tech_bonus = {
				name = HUN_coal_liquidization
				bonus = 0.75
				uses = 1
				category = synth_resources
			}
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = synthetic_refinery
					level = 1
					instant_build = yes
				}
			}
		}
	}
	
	focus = {
		id = HUN_synthetic_rubber
		icon = GFX_focus_generic_rubber
		prerequisite = { focus = HUN_coal_liquidization }
		x = 0
		y = 1
		relative_position_id = HUN_coal_liquidization
		cost = 10
		ai_will_do = {
			factor = 4
		}
		completion_reward = {
			log = "[GetDateText]: [Root.GetName]: Focus HUN_synthetic_rubber"
			modify_building_resources = {
			   building = synthetic_refinery
			   resource = rubber
			   amount = 2
			}
		}
	}
	
	focus = {
		id = HUN_integrate_skoda_works
		icon = GFX_goal_generic_construct_mil_factory
		prerequisite = { focus = HUN_order_industrial_cartels focus = HUN_subsidize_auto_industry }
		available = {
			owns_state = 9
			controls_state = 9
		}
		x = 1
		y = 2
		relative_position_id = HUN_subsidize_auto_industry
		cost = 8
		ai_will_do = {
			factor = 10
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		complete_tooltip = {
			random_state = {
				limit = {
					has_state_flag = HUN_domestic_arms_industry_skoda1
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
			random_state = {
				limit = {
					has_state_flag = HUN_domestic_arms_industry_skoda
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		completion_reward = {
			9 = {
				add_resource = {
					type = steel
					amount = 2
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				set_state_flag = HUN_domestic_arms_industry_skoda1
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				set_state_flag = HUN_domestic_arms_industry_skoda
			}
		}
	}	
	
	focus = {  
		id = HUN_extra_research_slot_max
		icon = GFX_focus_research2
		prerequisite = { focus = HUN_order_industrial_cartels focus = HUN_synthetic_rubber focus = HUN_subsidize_auto_industry }
		x = 0
		y = 1
		relative_position_id = HUN_subsidize_auto_industry
		available = {
			num_of_factories > 200
		}
		cost = 10
		ai_will_do = {
			factor = 10
		}
		available_if_capitulated = yes
		completion_reward = {
			log = "[GetDateText]: [Root.GetName]: Focus HUN_extra_research_slot_max"
			add_research_slot = 1
		} 
	}





	############################
	##### MILITARY STUFFS ######
	############################

	focus = {
		id = HUN_secret_rearmament
		icon = GFX_focus_secret_rearmament
		x = 35
		y = 2
		cost = 10
		ai_will_do = {	factor = 80	}
		bypass = {
			if = {
				limit = {	has_dlc = "Arms Against Tyranny" }
				NOT = {	has_idea = HUN_treaty_of_triannon_aat	}
			}
			else = {	NOT = {	has_idea = HUN_treaty_of_triannon	}	}
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY }
		completion_reward = {
			add_ideas = HUN_secret_rearmament
			custom_effect_tooltip = HUN_secret_rearmament_tt
		}
	}
	focus = { 
		id = HUN_levente_associations
		icon = GFX_goal_generic_allies_build_infantry
		prerequisite = { focus = HUN_secret_rearmament }
		x = 0
		y = 1
		relative_position_id = HUN_secret_rearmament
		cost = 8
		ai_will_do = {
			factor = 5
		}
		available_if_capitulated = yes
		completion_reward = {
			add_ideas = levente_associations
		}
	}
	focus = {
		id = HUN_war_games
		icon = GFX_goal_poland_goal
		prerequisite = { focus = HUN_secret_rearmament }
		x = -2
		y = 1
		relative_position_id = HUN_secret_rearmament
		cost = 10
		ai_will_do = {	factor = 70	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = { army_experience = 25	}
	}

	focus = {
		id = HUN_theoretical_air_efforts
		icon = GFX_goal_generic_air_doctrine
		prerequisite = { focus = HUN_secret_rearmament }
		x = 2
		y = 1
		relative_position_id = HUN_secret_rearmament
		cost = 10
		ai_will_do = {	factor = 70	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_doctrine_cost_reduction = {
				name = HUN_theoretical_air_efforts
				cost_reduction = 1.0
				uses = 1
				category = air_doctrine
			}
		}
	}

	focus = {
		id = HUN_bled_agreement
		icon = GFX_goal_generic_military_deal
		prerequisite = { focus = HUN_war_games focus = HUN_theoretical_air_efforts }
		x = 0
		y = 2
		relative_position_id = HUN_secret_rearmament

		cost = 10

		ai_will_do = {
			factor = 60
		}

		available = {

		}

		bypass = {
			if = {
				limit = {
					has_dlc = "Arms Against Tyranny"
				}
				OR = {
					AND = {
						NOT = { has_idea = HUN_treaty_of_triannon_aat }
						NOT = { has_idea = HUN_treaty_of_triannon_2 }
					}
					has_idea = HUN_treaty_of_triannon_3
					AND = {
						ROM = {
							OR = {
								exists = no
								is_puppet = yes
							}
						}
						FRA = {
							OR = {
								exists = no
								is_puppet = yes
								NOT = { has_completed_focus = FRA_strengthen_the_little_entente }
							}
						}
					}
				}
			}
			else = {		
				OR = {
					AND = {
						NOT = { has_idea = HUN_treaty_of_triannon }
						NOT = { has_idea = HUN_treaty_of_triannon_2 }
					}
					has_idea = HUN_treaty_of_triannon_3
					AND = {
						ROM = {
							OR = {
								exists = no
								is_puppet = yes
							}
						}
						FRA = {
							OR = {
								exists = no
								is_puppet = yes
								NOT = { has_completed_focus = FRA_strengthen_the_little_entente }
							}
						}
					}
				}
			}
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_INDUSTRY }
		completion_reward = {
			if = {
				limit = {
					FRA = { has_completed_focus = FRA_strengthen_the_little_entente }
				}
				FRA = { country_event = DOD_hungary.140 }
			}
			if = {
				limit = {
					NOT = { FRA = { has_completed_focus = FRA_strengthen_the_little_entente } }
				}
				ROM = { country_event = DOD_hungary.140 }
			}

			custom_effect_tooltip = HUN_bled_agreement_custom_effect_tooltip
		}
	}

	############################
	######## AIR STUFFS ########
	############################

	focus = {
		id = HUN_establish_the_air_force
		icon = GFX_goal_generic_build_airforce
		prerequisite = { focus = HUN_bled_agreement }
		x = -4
		y = 4
		relative_position_id = HUN_secret_rearmament
		cost = 10
		ai_will_do = {
			factor = 50
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			air_experience = 25
			add_doctrine_cost_reduction = {
				name = HUN_establish_the_air_force
				cost_reduction = 1.0
				uses = 1
				category = air_doctrine
			}
			IF = {
				limit = {	has_dlc = "Arms Against Tyranny"	}
				custom_effect_tooltip = available_mio_tt
				show_mio_tooltip = HUN_mw_aircraft_organization
			}
		}
	}

	focus = {
		id = HUN_indigenous_designs
		icon = GFX_goal_generic_air_production
		prerequisite = { focus = HUN_establish_the_air_force }
		mutually_exclusive = { focus = HUN_license_foreign_designs }
		mutually_exclusive = { focus = HUN_joint_air_development }
		x = -2
		y = 5
		relative_position_id = HUN_establish_the_air_force
		available = {
			has_completed_focus = HUN_boost_hungarian_aviation_industry
		}
		cost = 10
		ai_will_do = {	factor = 30	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {	add_ideas = HUN_indigenous_designs	}
	}

	focus = {
		id = HUN_heavy_fighter_effort
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = HUN_indigenous_designs }
		mutually_exclusive = { focus = HUN_light_fighter_effort }
		x = -3
		y = 1
		relative_position_id = HUN_indigenous_designs
		cost = 10
		ai_will_do = {
			factor = 40
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_tech_bonus = {
				name = HUN_heavy_fighter_effort
				bonus = 1.0
				ahead_reduction = 2
				uses = 1
				category = cat_heavy_fighter
			}
		}
	}

	focus = {
		id = HUN_light_fighter_effort
		icon = GFX_goal_generic_air_fighter2
		prerequisite = { focus = HUN_indigenous_designs }
		mutually_exclusive = { focus = HUN_heavy_fighter_effort }
		x = -1
		y = 1
		relative_position_id = HUN_indigenous_designs

		cost = 10

		ai_will_do = {
			factor = 40
		}

		available = {

		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_tech_bonus = {
				name = HUN_light_fighter_effort
				bonus = 1.0
				ahead_reduction = 2
				uses = 1
				category = light_fighter
			}
		}
	}

	focus = {
		id = HUN_cas_focus
		icon = GFX_goal_generic_CAS
		prerequisite = { focus = HUN_indigenous_designs }
		mutually_exclusive = { focus = HUN_tac_focus }
		x = 1
		y = 1
		relative_position_id = HUN_indigenous_designs

		cost = 10

		ai_will_do = {
			factor = 50
		}

		available = {

		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_tech_bonus = {
				name = HUN_cas_focus
				bonus = 1.0
				ahead_reduction = 2
				uses = 1
				category = cas_bomber
			}
		}
	}

	focus = {
		id = HUN_tac_focus
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = HUN_indigenous_designs }
		mutually_exclusive = { focus = HUN_cas_focus }
		x = 3
		y = 1
		relative_position_id = HUN_indigenous_designs

		cost = 10

		ai_will_do = {
			factor = 50
		}

		available = {

		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_tech_bonus = {
				name = HUN_tac_focus
				bonus = 1.0
				ahead_reduction = 2
				uses = 1
				category = tactical_bomber
			}
		}
	}

	focus = {
		id = HUN_license_foreign_designs
		icon = GFX_focus_generic_license_production
		prerequisite = { focus = HUN_establish_the_air_force }
		mutually_exclusive = { focus = HUN_indigenous_designs }
		mutually_exclusive = { focus = HUN_joint_air_development }
		x = 5
		y = 5
		relative_position_id = HUN_establish_the_air_force

		cost = 10

		ai_will_do = {
			factor = 30
		}

		available = {

		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		completion_reward = {
			add_ideas = HUN_license_foreign
		}
	}

	focus = {
		id = HUN_fighter_competition
		icon = GFX_goal_generic_air_fighter
		prerequisite = { focus = HUN_license_foreign_designs }
		x = -1
		y = 1
		relative_position_id = HUN_license_foreign_designs

		cost = 10

		ai_will_do = {
			factor = 50
		}

		available = {
			if = {
				limit = {
					NOT = {
						has_dlc = "By Blood Alone"
					}
				}
				NOT = {
					has_tech = fighter3
					has_tech = heavy_fighter3
				}
			}
			else = {
				NOT = {
					has_tech = advanced_small_airframe
					has_tech = advanced_medium_airframe
				}
			}
			OR = {
				GER = {
					custom_trigger_tooltip = {
						tooltip = fighter_tt
						OR = {
							is_available_fighter_HUN = yes
							is_available_heavy_fighter_HUN = yes
						}
					}
				}
				FRA = {
					custom_trigger_tooltip = {
						tooltip = fighter_tt
						OR = {
							is_available_fighter_HUN = yes
							is_available_heavy_fighter_HUN = yes
						}
					}
				}
				ITA = {
					custom_trigger_tooltip = {
						tooltip = fighter_tt
						OR = {
							is_available_fighter_HUN = yes
							is_available_heavy_fighter_HUN = yes
						}
					}
				}
				ENG = {
					custom_trigger_tooltip = {
						tooltip = fighter_tt
						OR = {
							is_available_fighter_HUN = yes
							is_available_heavy_fighter_HUN = yes
						}
					}
				}
				USA = {
					custom_trigger_tooltip = {
						tooltip = fighter_tt
						OR = {
							is_available_fighter_HUN = yes
							is_available_heavy_fighter_HUN = yes
						}
					}
				}
			}
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			country_event = DOD_hungary.150 
		}
	}

	focus = {
		id = HUN_bomber_competition
		icon = GFX_goal_generic_air_bomber
		prerequisite = { focus = HUN_license_foreign_designs }
		x = 1
		y = 1
		relative_position_id = HUN_license_foreign_designs

		cost = 10

		ai_will_do = {
			factor = 30
		}

		available = {
			if = {
				limit = {
					NOT = {
						has_dlc = "By Blood Alone"
					}
				}
				NOT = {
					has_tech = CAS3
					has_tech = tactical_bomber3
				}
			}
			else = {
				NOT = {
					has_tech = advanced_small_airframe
					has_tech = advanced_medium_airframe
				}
			}
			OR = {
				GER = {
					custom_trigger_tooltip = {
						tooltip = bomber_tt
						OR = {
							is_available_cas_HUN = yes
							is_available_tac_HUN = yes
						}
					}
				}
				FRA = {
					custom_trigger_tooltip = {
						tooltip = bomber_tt
						OR = {
							is_available_cas_HUN = yes
							is_available_tac_HUN = yes
						}
					}
				}
				ITA = {
					custom_trigger_tooltip = {
						tooltip = bomber_tt
						OR = {
							is_available_cas_HUN = yes
							is_available_tac_HUN = yes
						}
					}
				}
				ENG = {
					custom_trigger_tooltip = {
						tooltip = bomber_tt
						OR = {
							is_available_cas_HUN = yes
							is_available_tac_HUN = yes
						}
					}
				}
				USA = {
					custom_trigger_tooltip = {
						tooltip = bomber_tt
						OR = {
							is_available_cas_HUN = yes
							is_available_tac_HUN = yes
						}
					}
				}
			}
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			country_event = DOD_hungary.160
		}
	}

	focus = {
		id = HUN_joint_air_development
		icon = GFX_goal_generic_air_production
		prerequisite = { focus = HUN_establish_the_air_force }
		mutually_exclusive = { focus = HUN_license_foreign_designs }
		mutually_exclusive = { focus = HUN_indigenous_designs }
		x = 2
		y = 5
		relative_position_id = HUN_establish_the_air_force

		cost = 10

		ai_will_do = {
			factor = 30
		}

		available = {
			is_in_faction = yes
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_to_tech_sharing_group = HUN_joint_air_development_group
			every_other_country = {
				limit = {
					is_in_faction_with = HUN
				}
				add_to_tech_sharing_group = HUN_joint_air_development_group
			}
			if = {
				limit = {
					has_dlc = "Arms Against Tyranny"
				}
				add_equipment_subsidy = {
					cic = 1000
					equipment_type = small_plane_airframe
					seller_trigger = is_allied_seller_trigger
				}
			}
		}
	}

	############################
	####### ARMY STUFFS ########
	############################

	focus = {
		id = HUN_army_maneuvers
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = HUN_bled_agreement }
		x = 6
		y = 1
		relative_position_id = HUN_bled_agreement

		cost = 10

		ai_will_do = {
			factor = 60
		}

		available = {

		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			army_experience = 10
			add_doctrine_cost_reduction = {
				name = HUN_army_maneuvers
				cost_reduction = 1.0
				uses = 1
				category = land_doctrine
			}
		}
	}

	############################
	###### MOBILE BRANCH #######
	############################

	focus = {
		id = HUN_mobile_focus
		icon = GFX_goal_generic_cavalry
		prerequisite = { focus = HUN_army_maneuvers }
		mutually_exclusive = { focus = HUN_home_defense }
		x = -2
		y = 2
		relative_position_id = HUN_army_maneuvers
		cost = 10
		ai_will_do = {
			factor = 40
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_mastery_bonus = {
				name = HUN_mobile_focus
				bonus = 0.2
				days = 180
				grand_doctrine = new_mobile_warfare
			}
		}
	}

	focus = {
		id = HUN_the_botond
		icon = GFX_goal_generic_army_motorized
		prerequisite = { focus = HUN_mobile_focus }
		x = -2
		y = 1
		relative_position_id = HUN_mobile_focus
		cost = 10
		ai_will_do = {
			factor = 60
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_tech_bonus = {
				name = HUN_the_botond
				bonus = 1.0
				uses = 1
				category = motorized_equipment
			}
		}
	}

	focus = {
		id = HUN_motorized_logistics
		icon = GFX_goal_generic_army_motorized
		prerequisite = { focus = HUN_the_botond }
		x = -1
		y = 4
		relative_position_id = HUN_mobile_focus

		cost = 10

		ai_will_do = {
			factor = 30
		}

		available = {

		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_tech_bonus = {
				name = HUN_motorized_logistics
				bonus = 1.0
				uses = 2
				category = hospital_tech
				category = logistics_tech
			}
		}
	}

	focus = {
		id = HUN_develop_tanks
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = HUN_mobile_focus }
		mutually_exclusive = { focus = HUN_assault_gun_focus }
		x = 0
		y = 1
		relative_position_id = HUN_mobile_focus

		cost = 10

		ai_will_do = {
			factor = 40
		}

		available = {

		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_tech_bonus = {
				name = HUN_develop_tanks
				ahead_reduction = 2
				uses = 1
				category = armor
			}
			IF = {
				limit = {	has_dlc = "Arms Against Tyranny"	}
				custom_effect_tooltip = available_mio_tt
				show_mio_tooltip = HUN_hti_turan_organization
			}			
		}
	}

	focus = {
		id = HUN_assault_gun_focus
		icon = GFX_goal_generic_army_artillery2
		prerequisite = { focus = HUN_mobile_focus focus = HUN_home_defense }
		mutually_exclusive = { focus = HUN_develop_tanks }
		x = 2
		y = 1
		relative_position_id = HUN_mobile_focus
		cost = 10
		ai_will_do = {
			factor = 60
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_INDUSTRY }
		completion_reward = {
			add_ideas = HUN_assault_gun_focus
			IF = {
				limit = {	has_dlc = "Arms Against Tyranny"	}
				custom_effect_tooltip = available_mio_tt
				show_mio_tooltip = HUN_mavag_assault_guns_organization
			}			
		}
	}

	focus = {
		id = HUN_joint_tank_procurement
		icon = GFX_goal_generic_build_tank
		prerequisite = { focus = HUN_develop_tanks focus = HUN_assault_gun_focus }
		x = 1
		y = 2
		relative_position_id = HUN_mobile_focus
		cost = 10
		ai_will_do = {
			factor = 70
		}
		available = {
			is_in_faction = yes
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_to_tech_sharing_group = HUN_joint_tank_development_group
			every_other_country = {
				limit = {
					is_in_faction_with = HUN
				}
				add_to_tech_sharing_group = HUN_joint_tank_development_group
			}
			if = {
				limit = {
					has_dlc = "Arms Against Tyranny"
				}
				add_equipment_subsidy = {
					cic = 500
					equipment_type = light_tank_chassis
					seller_trigger = is_allied_seller_trigger
				}
				add_equipment_subsidy = {
					cic = 500
					equipment_type = medium_tank_chassis
					seller_trigger = is_allied_seller_trigger
				}
			}
		}
	}
	focus = {
		id = HUN_professional_army
		icon = GFX_focus_generic_military_mission
		prerequisite = { focus = HUN_joint_tank_procurement }
		x = 0
		y = 1
		relative_position_id = HUN_joint_tank_procurement
		cost = 8
		ai_will_do = {	factor = 70 }
		available = {	is_in_faction = yes }
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			#add_ideas = MEX_professional_army
			every_army_leader = {
				add_planning = 1
				ADD_LOGISTICS = 1
			}
		}
	}
	focus = {
		id = HUN_armored_warfare
		icon = GFX_goal_generic_army_artillery
		prerequisite = { focus = HUN_the_botond }
		x = 0
		y = 1
		relative_position_id = HUN_the_botond
		cost = 10
		ai_will_do = {	factor = 60	}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_tech_bonus = {
				name = HUN_armored_warfare
				bonus = 1.0
				uses = 1
				category = armor
			}
		}
	}

	focus = {
		id = HUN_mobile_corps_doctrine
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = HUN_armored_warfare }
		x = 0
		y = 2
		relative_position_id = HUN_the_botond
		cost = 10
		ai_will_do = {	factor = 60 }
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_mastery_bonus = {
				name = HUN_mobile_corps_doctrine
				bonus = 0.2
				days = 180
				grand_doctrine = new_mobile_warfare
				track = armor
			}
		}
	}

	############################
	##### HOME DEF BRANCH ######
	############################

	focus = {
		id = HUN_home_defense
		icon = GFX_goal_generic_fortify_city
		prerequisite = { focus = HUN_army_maneuvers }
		mutually_exclusive = { focus = HUN_mobile_focus }
		x = 2
		y = 2
		relative_position_id = HUN_army_maneuvers
		cost = 10
		ai_will_do = {
			factor = 80
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_mastery_bonus = {
				name = HUN_home_defense
				bonus = 0.2
				days = 180
				grand_doctrine = grand_battleplan
			}
		}
	}

	focus = {
		id = HUN_danuvia_submachine_guns
		icon = GFX_goal_generic_small_arms
		prerequisite = { focus = HUN_home_defense }
		x = 0
		y = 1
		relative_position_id = HUN_home_defense
		cost = 10
		ai_will_do = {
			factor = 60
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_tech_bonus = {
				name = HUN_danuvia_submachine_guns
				bonus = 1.0
				uses = 1
				category = infantry_weapons
			}
		}
	}

	focus = {
		id = HUN_artillery_effort
		icon = GFX_goal_generic_army_artillery
		prerequisite = { focus = HUN_danuvia_submachine_guns }
		x = 0
		y = 2
		relative_position_id = HUN_home_defense
		cost = 10
		ai_will_do = {
			factor = 50
		}

		available = {

		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_tech_bonus = {
				name = HUN_artillery_effort
				bonus = 1.0
				uses = 2
				category = artillery
			}
		}
	}
	focus = {
		id = HUN_planned_mobilizaton
		icon = GFX_focus_secret_rearmament
		prerequisite = { focus = HUN_army_maneuvers }
		x = 1
		y = 1
		relative_position_id = HUN_army_maneuvers
		cost = 8
		available_if_capitulated = yes
		completion_reward = {
			if = {
				limit = {	has_idea = extensive_conscription	}
				add_ideas = service_by_requirement
			}
			else_if = {
				limit = {	has_idea = limited_conscription	}
				add_ideas = extensive_conscription
			}
			else_if = {
				limit = {	has_idea = volunteer_only	}
				add_ideas = limited_conscription
			}
			else_if = {
				limit = {	has_idea = disarmed_nation	}
				add_ideas = volunteer_only
			}
		}
	}
	focus = {
		id = HUN_strat_assesment
		icon = GFX_goal_rhineland
		prerequisite = { focus = HUN_army_maneuvers }
		x = -1
		y = 1
		relative_position_id = HUN_army_maneuvers
		cost = 8
		available_if_capitulated = yes
		completion_reward = {
			army_experience = 30
		}
	}
	focus = {
		id = HUN_light_infantry_divisions_doctrine
		icon = GFX_goal_generic_special_forces
		prerequisite = { focus = HUN_danuvia_submachine_guns }
		x = 2
		y = 2
		relative_position_id = HUN_home_defense
		cost = 10
		ai_will_do = {
			factor = 50
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_MANPOWER }
		completion_reward = {
			custom_effect_tooltip = HUN_light_infantry_divisions_doctrine_tech_tt
			custom_effect_tooltip = HUN_light_infantry_divisions_doctrine_unit_tt
			hidden_effect = {
				if = {
					limit = { has_tech = tech_engineers }
					division_template = {
						name = "Light Division"
						division_names_group = HUN_INF_01
						priority = 2
						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 }
						}
						support = {
							recon = { x = 0 y = 0 }
							artillery = { x = 0 y = 1 }
							engineer = { x = 0 y = 1 }
						}
					}
					else = {
						division_template = {
							name = "Light Division"
							division_names_group = HUN_INF_01
							priority = 2
							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 }
							}
							support = {
								recon = { x = 0 y = 0 }
								artillery = { x = 0 y = 1 }
								engineer = { x = 0 y = 1 }
							}
						}					
					}
				}	
				random_owned_controlled_state = {
					prioritize = { 43 }
					limit = { ROOT = { has_full_control_of_state = PREV } }
					create_unit = {
						division = "name = \"1. Light Division\" division_template = \"Light Division\" start_experience_factor = 1.0" 
						owner = HUN
					}
				}
			}
			hidden_effect = { set_technology = { HUN_light_infantry_tech = 1 } }
		}
	}

	focus = {
		id = HUN_form_parachute_battalions
		icon = GFX_focus_generic_paratrooper
		prerequisite = { focus = HUN_light_infantry_divisions_doctrine }
		x = 2
		y = 3
		relative_position_id = HUN_home_defense

		cost = 10

		ai_will_do = {
			factor = 50
		}

		available = {

		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			add_tech_bonus = {
				name = HUN_form_parachute_battalions
				bonus = 3.0
				uses = 1
				category = para_tech
			}
		}
	}

	############################
	##### Naval Branch    ######
	############################

	focus = {
		id = HUN_naval_warfare
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = HUN_secret_rearmament }
		x = 12
		y = 1
		relative_position_id = HUN_secret_rearmament

		cost = 10

		ai_will_do = {
			factor = 50
		}

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

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_INDUSTRY }
		completion_reward = {
			navy_experience = 15
			add_ideas = HUN_naval_warfare

			IF = {
				limit = {
					has_dlc = "Arms Against Tyranny"
				}
				custom_effect_tooltip = invites_mio_tt
				show_mio_tooltip = HUN_ganz_danubius_organization
				mio:HUN_ganz_danubius_organization = {
					add_mio_funds = 2500
				}
			}
			else = {
				custom_effect_tooltip = available_designer
				show_ideas_tooltip = HUN_ganz_danubius
			}
		}
	}

	focus = {
		id = HUN_restauration
		icon = GFX_goal_generic_navy_doctrines_tactics
		prerequisite = { focus = HUN_naval_warfare }
		mutually_exclusive = { focus = HUN_reform }
		x = -1
		y = 2
		relative_position_id = HUN_naval_warfare
		cost = 10
		ai_will_do = {
			factor = 50
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			navy_experience = 15
			add_mastery_bonus = {
				name = HUN_restauration
				bonus = 0.2
				days = 180
				grand_doctrine = new_fleet_in_being
			}
			add_doctrine_cost_reduction = {
				name = HUN_restauration
				cost_reduction = 0.5
				uses = 1
				category = naval_doctrine
			}

		}
	}

	focus = {
		id = HUN_capital_ships
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = HUN_restauration }
		x = -2
		y = 3
		relative_position_id = HUN_naval_warfare

		cost = 10

		ai_will_do = {
			factor = 50
		}

		available = {
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			navy_experience = 15
			add_tech_bonus = {
				name = HUN_capital_ships
				bonus = 1.0
				uses = 2
				category = bc_tech
				category = bb_tech
			}

		}
	}

	focus = {
		id = HUN_a_new_flagship
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = HUN_capital_ships }
		x = 0
		y = 1
		relative_position_id = HUN_capital_ships

		cost = 5

		ai_will_do = {
			factor = 0
		}
		
		allow_branch = {
			has_dlc = "Man the Guns"
		}
		
		available = {
			has_tech = basic_ship_hull_heavy
			any_state = {
				is_coastal = yes
				is_controlled_by = ROOT
			}
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			create_equipment_variant = {
				name = "Viribus Unitis Class"
				type = ship_hull_heavy_2
				parent_version = 0
				allow_without_tech = yes #Makes no difference since focus requires appropriate tech (above), but it improves tooltip
				modules = {
					fixed_ship_battery_slot = ship_heavy_battery_1
					fixed_ship_anti_air_slot = ship_anti_air_2
					fixed_ship_fire_control_system_slot = ship_fire_control_system_1
					fixed_ship_radar_slot = empty
					fixed_ship_engine_slot = heavy_ship_engine_1
					fixed_ship_secondaries_slot = dp_ship_secondaries_1
					fixed_ship_armor_slot = ship_armor_bb_1
					front_1_custom_slot = ship_heavy_battery_1
					mid_1_custom_slot = ship_anti_air_2
					mid_2_custom_slot = dp_ship_secondaries_1
					rear_1_custom_slot = ship_heavy_battery_1
				}
				upgrades = {
					ship_reliability_upgrade = 2
					ship_engine_upgrade = 2
					ship_armor_upgrade = 3
					ship_gun_upgrade = 3
				}
			}

			#Line Production
			add_equipment_production = {
				equipment = {
					type = ship_hull_heavy_2
					creator = "HUN"
					version_name = "Viribus Unitis Class"
				}
				name = "Viribus Unitis"
				requested_factories = 2
				progress = 0.75
				amount = 1
			}
		}
	}

	focus = {
		id = HUN_reform
		icon = GFX_goal_generic_wolf_pack
		prerequisite = { focus = HUN_naval_warfare }
		mutually_exclusive = { focus = HUN_restauration }
		x = 1
		y = 2
		relative_position_id = HUN_naval_warfare

		cost = 10

		ai_will_do = {
			factor = 50
		}

		available = {
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			navy_experience = 15
			add_mastery_bonus = {
				name = HUN_reform
				bonus = 0.2
				days = 180
				grand_doctrine = new_convoy_raiding
			}
			add_doctrine_cost_reduction = {
				name = HUN_reform
				cost_reduction = 0.5
				uses = 1
				category = naval_doctrine
			}

		}
	}
	
	focus = {
		id = HUN_dockyards
		icon = GFX_goal_generic_construct_naval_dockyard
		prerequisite = { focus = HUN_naval_warfare }
		x = 0
		y = 1
		relative_position_id = HUN_naval_warfare

		cost = 10

		ai_will_do = {
			factor = 50
		}

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

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		
		complete_tooltip = {
			random_state = {
				limit = {
					has_state_flag = HUN_dockyards_flag
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
		
		search_filters = { FOCUS_FILTER_INDUSTRY }
		completion_reward = {
			navy_experience = 50
			random_owned_controlled_state = {
				prioritize = { 103 }
				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_state_flag = HUN_dockyards_flag
			}
		}
	}

	focus = {
		id = HUN_destroyer
		icon = GFX_goal_generic_navy_anti_submarine
		prerequisite = { focus = HUN_restauration Focus = HUN_reform }
		x = 0
		y = 3
		relative_position_id = HUN_naval_warfare
		cost = 10
		ai_will_do = {
			factor = 50 
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			#navy_experience = 15
			add_tech_bonus = {
				name = HUN_destroyer
				bonus = 3.0
				uses = 1
				category = dd_tech
			}
			add_ideas = escort_effort_focus
		}
	}

	focus = {
		id = HUN_cruisers
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus = HUN_destroyer }
		x = 0
		y = 4
		relative_position_id = HUN_naval_warfare

		cost = 10

		ai_will_do = {
			factor = 50
		}

		available = {
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			navy_experience = 15
			add_tech_bonus = {
				name = HUN_cruisers
				bonus = 1.0
				uses = 2
				category = cl_tech
				category = ca_tech
			}

		}
	}

	focus = {
		id = HUN_submarines
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = HUN_reform }
		x = 2
		y = 3
		relative_position_id = HUN_naval_warfare

		cost = 10

		ai_will_do = {
			factor = 50
		}

		available = {
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			navy_experience = 15
			add_tech_bonus = {
				name = HUN_submarines
				bonus = 3.0
				uses = 1
				category = ss_tech
			}

		}
	}


	focus = {
		id = HUN_carriers
		icon = GFX_goal_generic_navy_carrier
		prerequisite = { focus = HUN_submarines }
		x = 2
		y = 4
		relative_position_id = HUN_naval_warfare

		cost = 10

		ai_will_do = {
			factor = 50
		}

		available = {
		}

		bypass = {

		}

		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no

		search_filters = { FOCUS_FILTER_RESEARCH }
		completion_reward = {
			navy_experience = 15
			add_tech_bonus = {
				name = HUN_carriers
				bonus = 3.0
				uses = 1
				category = cv_tech
			}

		}
	}
}
