#category = short_term medium_term or long_term
# ROOT is faction leader, FROM is faction member who opens UI and views goals, completed/cancel/complete_effect do not have FROM scopes


######################################################################

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#   #  # #  #  #   #  #  # #  #       # #    #   #  #  #  #    #  #  # 
#   #  #  ##   #  ###  ##  #  #     ##  #    ###  ##  ### #   ###  ##  

######################################################################


 ##  #   # ###  ## 
#  #  # #   #  #   
####   #    #   #  
#  #  # #   #    # 
#  # #   # ### ##  


faction_goal_undo_versailles = {
	name = undo_versailles_goal_name
	description = undo_versailles_goal_desc
	category = medium_term
	group = FOCUS_FILTER_WAR_SUPPORT
	visible = {
		FROM = { original_tag = GER }
	}
	completed = {
		OR = {
			AND = {
				original_tag = GER
				has_army_manpower = {
					size > 1000000
				}
				controls_state = 28
				controls_state = 85
				controls_state = 86
				controls_state = 188
				controls_state = 762
				controls_state = 807
				controls_state = 912
			}
			any_allied_country = {
				original_tag = GER
				has_army_manpower = {
					size > 1000000
				}
				controls_state = 28
				controls_state = 85
				controls_state = 86
				controls_state = 188
				controls_state = 762
				controls_state = 807
				controls_state = 912
			}
		}
		42 = { is_demilitarized_zone = no }
		51 = { is_demilitarized_zone = no }
		978 = { is_demilitarized_zone = no }
	}
	complete_effect = {
		add_faction_power_projection = 100
		every_faction_member = {
			limit = {
				original_tag = GER
			}
			add_faction_initiative = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_faction_member = { 
			tooltip = INFLUENCE_ABOVE_30_PERCENT
			visible_when_empty = yes
			limit = {
				faction_influence_ratio > 0.3
			}
			add_war_support = 0.05
			add_political_power = 50
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 9
			is_historical_focus_on = yes
		}
	}
}

faction_goal_secure_european_continent = {
	name = secure_european_continent_goal_name
	description = secure_european_continent_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	visible = {
		FROM = {
			original_tag = GER
		}
	}
	completed = {
		collection_size = {
			input = {
				input = constant:country_groups.continental_europe_1936
				operators = {
					limit = {
						OR = {
							is_in_faction_with = ROOT
							has_capitulated = yes
							exists = no
							is_subject_of = ROOT 
						}
					}
				}
				name = COLLECTION_CONTINENTAL_EUROPE_DEFEATED_OR_FACTION_MEMBERS
			}
			value > 8
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		every_faction_member = { 
			tooltip = INFLUENCE_ABOVE_30_PERCENT
			visible_when_empty = yes
			limit = {
				faction_influence_ratio > 0.3
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 9
			is_historical_focus_on = yes
		}
	}
}

faction_goal_secure_north_africa = {
	name = secure_north_africa_goal_name
	description = secure_north_africa_goal_desc
	group = FOCUS_FILTER_ANNEXATION
	category = medium_term
	visible = {
		OR = {
			FROM = { original_tag = ITA }
			any_allied_country = {
				original_tag = ITA 
			}
		}
	}
	available = {
		OR = {
			#FROM = { has_completed_focus = ITA_italian_irredentism }
			any_allied_country = {
				#has_completed_focus = ITA_italian_irredentism
			}
		}
	}
	completed = {
		AND = {
			446 = {  is_controlled_by_ROOT_or_ally = yes } # Suez
			448 = {  is_controlled_by_ROOT_or_ally = yes } # Tripoli
			116 = {  is_controlled_by_ROOT_or_ally = yes } # Malta
		}
		OR = {
			118 = {  is_controlled_by_ROOT_or_ally = yes } # Gibraltar
			183 = {  is_controlled_by_ROOT_or_ally = yes } # Cyprus
			182 = {  is_controlled_by_ROOT_or_ally = yes } # Crete
		}
	}
	complete_effect = {
		add_faction_power_projection = 500
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = INFLUENCE_TOP_TWO
		every_faction_member = {
			limit = {
				faction_influence_rank < 3
			}
			add_faction_initiative = 1
			add_political_power = 100 
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 10
			is_historical_focus_on = yes
		}
	}
}

faction_goal_high_seas_fleet = {
	name = high_seas_fleet_goal_name
	description = high_seas_fleet_goal_desc
	group = FOCUS_FILTER_NAVY_XP
	category = medium_term
	allowed = {
	}
	visible = {
		FROM = {
			OR = {
				original_tag = GER
				AND = {
					any_allied_country = {
						original_tag = GER
					}
					num_of_naval_factories > 0
				}
			}
		}
	}
	completed = {
		has_war_with_major = yes 
		count_in_collection = {
			collection = {
				input = game:scope
				operators = { faction_members }
				name = FACTION
			}
			unit = capital_ship
			size > 19
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = THE_FACTION_LEADER
		add_faction_initiative = 1
		every_collection_element = {
			input = {
				input = game:scope
				operators =  { 
					faction_members
					limit = {
						num_of_naval_factories > 0
					}
				}
				name = ALL_FACTION_MEMBERS
			}
			navy_experience = 50
			add_tech_bonus = {
				name = high_seas_fleet_tech_bonus
				bonus = 0.5
				uses = 2
				category = naval_equipment
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 1 # If they have a bunch of naval factories, go for it
			num_of_naval_factories > 29
		}
	}
}


### #  # ###      ##  #   #   ### ###  ## 
 #  #  # #       #  # #   #    #  #   #   
 #  #### ##      #### #   #    #  ##   #  
 #  #  # #       #  # #   #    #  #     # 
 #  #  # ###     #  # ### ### ### ### ## 

faction_goal_the_arteries_of_trade = {
	name = the_arteries_of_trade_goal_name
	description = the_arteries_of_trade_goal_desc
	category = medium_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {
	}
	visible = {
		FROM = {
			has_war = yes
			OR = {
				tag = ENG
				tag = CAN
				tag = RAJ
				tag = MAL
				tag = USA
			}
		}
	}
	completed = {
		count_triggers = {
			amount = 10
			has_naval_control = 43
			has_naval_control = 49
			has_naval_control = 51
			has_naval_control = 56
			has_naval_control = 57
			has_naval_control = 68
			has_naval_control = 29
			has_naval_control = 69
			has_naval_control = 72
			has_naval_control = 100
			has_naval_control = 104
			has_naval_control = 71
			has_naval_control = 60	
			has_naval_control = 48
			has_naval_control = 61
			has_naval_control = 62
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		every_faction_member = {
			add_stability = 0.05
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 1 # Extra eager to do this as the main trade nations
			OR = {
				original_tag = ENG
				original_tag = USA
			}
		}
		modifier = {
			factor = 2
			is_historical_focus_on = yes
		}
	}
}

faction_goal_imperial_glory = {
	name = imperial_glory_goal_name
	description = imperial_glory_goal_desc
	category = medium_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {
	}
	visible = {
		FROM = {
			OR = {
				original_tag = ENG
				original_tag = CAN
				original_tag = RAJ
				original_tag = AST
				original_tag = NZL
				original_tag = MAL
				original_tag = FRA
				original_tag = HOL
				original_tag = INS
			}
		}
	}
	available = {
		FROM = { has_war = yes }
	}
	completed = {
		longest_war_length > 36
		count_triggers = {
			amount = 3 # Add triggers to count below
			
			1021 = { is_controlled_by_ROOT_or_ally = yes } # Singapore
			118 = { is_controlled_by_ROOT_or_ally = yes } # Gibraltar
			116 = { is_controlled_by_ROOT_or_ally = yes } # Malta
			IF = {
				limit = { 286 = { OWNER = { is_in_faction_with = ROOT } } }
				286 = { is_controlled_by_ROOT_or_ally = yes } # Saigon if France joins
			}
			IF = {
				limit = { 335 = { OWNER = { is_in_faction_with = ROOT } } }
				335 = { is_controlled_by_ROOT_or_ally = yes } # East Indies
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 200
		every_collection_element = {
			input = {
				input = game:scope
				operators =  { 
					faction_members 
					limit = {
						owns_any_state_of = {
							 1021
							 118
							 116
							 286
							 335
						}
					}
				}
				
				name = OWNS_LISTED_STATE
			}
			custom_effect_tooltip = OWNS_LISTED_STATE
			add_faction_initiative = 1
			add_faction_influence_ratio = 0.05
			add_stability = 0.05
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1 # The Empire cares a little
			OR = {
				original_tag = ENG
				original_tag = CAN
				original_tag = RAJ
				original_tag = AST
				original_tag = NZL
				original_tag = MAL
				original_tag = FRA
				original_tag = HOL
				original_tag = INS
			}
			is_historical_focus_on = yes
		}
		modifier = {
			add = 1 # The Colonial Powers always care
			OR = {
				original_tag = ENG
				original_tag = FRA
				original_tag = HOL
			}
		}
		modifier = {
			add = 10 # The Colonial Powers always care a LOT on historical
			OR = {
				original_tag = ENG
				original_tag = FRA
				original_tag = HOL
			}
			is_historical_focus_on = yes
		}
	}
}


faction_goal_guardians_of_peace = {
	name = guardians_of_peace_goal_name
	description = guardians_of_peace_goal_desc
	category = medium_term
	group = FOCUS_FILTER_CONSOLIDATION
	visible = {
		date < 1939.1.1
		FROM = {
			#NOT = { has_government = fascism }
			#NOT = { has_government = communism }
			NOT = { has_country_flag = guardians_of_peace_been_at_war_flag }
		}
	}
	available = {

	}
	cancel = {
		FROM = {
			has_country_flag = guardians_of_peace_been_at_war_flag
		}
	}
	completed = {
		date > 1938.12.31
		NOT = { has_country_flag = guardians_of_peace_been_at_war_flag }
		all_allied_country = {
			NOT = { has_country_flag = guardians_of_peace_been_at_war_flag }
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = ALL_FACTION_MEMBERS
		every_faction_member = {
			add_stability = 0.05
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			#has_government = democratic
		}
	}
}


 ##  #  # ### #  #  ##  
#  # #  #  #  ## # #  # 
#    ####  #  # ## #### 
#  # #  #  #  #  # #  # 
 ##  #  # ### #  # #  # 


faction_goal_control_the_chinese_coast = {
	name = control_the_chinese_coast_goal_name
	description = control_the_chinese_coast_goal_desc
	group = FOCUS_FILTER_CONSOLIDATION
	category = medium_term
	allowed = {
	}
	visible = {
		FROM = {
			#is_literally_china = yes
			has_war = yes
			OR = {
				has_faction_template = faction_template_chinese_united_front
				has_faction_template = faction_template_wang_front
			}
		}
	}
	completed = {
		OR = {
			AND = {
				has_war = yes 
				any_enemy_country = {
					war_length_with = {
						tag = ROOT
						months > 36
					}
				}
			}
			AND = {
				date > 1939.6.1
				has_war = no
			}
		}
		count_triggers = {
			amount = 5
			1033 = { is_controlled_by_ROOT_or_ally = yes }
			592 = {	is_controlled_by_ROOT_or_ally = yes }
			593 = {	is_controlled_by_ROOT_or_ally = yes }
			595 = {	is_controlled_by_ROOT_or_ally = yes }
			596 = {	is_controlled_by_ROOT_or_ally = yes }
			613 = {	is_controlled_by_ROOT_or_ally = yes }
			1034 = { is_controlled_by_ROOT_or_ally = yes }
			598 = {	is_controlled_by_ROOT_or_ally = yes }
			597 = {	is_controlled_by_ROOT_or_ally = yes }
		}
		
	}
	cancel = {
		NOT = {
			count_triggers = {
				amount = 5
				1033 = { is_controlled_by_ROOT_or_ally = yes }
				592 = {	is_controlled_by_ROOT_or_ally = yes }
				593 = {	is_controlled_by_ROOT_or_ally = yes }
				595 = {	is_controlled_by_ROOT_or_ally = yes }
				596 = {	is_controlled_by_ROOT_or_ally = yes }
				613 = {	is_controlled_by_ROOT_or_ally = yes }
				1034 = { is_controlled_by_ROOT_or_ally = yes }
				598 = {	is_controlled_by_ROOT_or_ally = yes }
				597 = {	is_controlled_by_ROOT_or_ally = yes }
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = THE_FACTION_LEADER
		add_faction_initiative = 1
		custom_effect_tooltip = generic_skip_one_line_tt
		every_collection_element = {
			input = {
				input = game:scope
				operators =  { 
					faction_members 
				}
				
				name = ALL_FACTION_MEMBERS
			}
			custom_effect_tooltip = ALL_FACTION_MEMBERS
			army_experience = 50
			add_war_support = 0.05
			add_stability = 0.05
		}
		every_collection_element = {
			input = {
				input = game:scope
				operators =  { 
					faction_members 
				}
				
				name = ALL_FACTION_MEMBERS
			}
			custom_effect_tooltip = ALL_FACTION_MEMBERS
			army_experience = 50
			add_war_support = 0.1
			add_stability = 0.05
		}
		every_state = {
			limit = {
				OR = {
					state = 1033
					state = 592
					state = 593
					state = 595
					state = 596
					state = 613
					state = 1034
					state = 598
					state = 597
				}
			}
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 10 # Pretty much everyone should want to do this
	}
}

#faction_goal_the_northern_mandate = {
#	name = faction_goal_the_northern_mandate_name
#	description = faction_goal_the_northern_mandate_desc
#	category = medium_term
#	group = FOCUS_FILTER_ANNEXATION
#	allowed = {
#	}
#	visible = {
#		FROM = {
#			original_tag = CHI
#			#has_government = fascism
#		}
#	}
#	available = {
#		FROM = { has_completed_focus = CHI_the_northern_mandate }
#	}
#	ratio_progress = {
#		total_amount_collection = collection:the_northern_mandate_states
#		completed_amount_collection = {
#			input = collection:the_northern_mandate_states
#			operators = {
#				limit = {
#					is_controlled_by_ROOT_or_ally = yes
#				}
#			}
#			name = COLLECTION_FACTION_CONTROLS_NORTHERN_MANDATE
#		}
#	}
#	auto_complete = yes
#	complete_effect = {
#		add_faction_power_projection = 100
#		every_state = {
#			limit = {
#				#CHI_northern_mandate_states = yes
#			}
#			add_dynamic_modifier = {
#				modifier = NORDIC_efficient_resource_extraction
#			}
#		}
#	}
#	ai_will_do = {
#		base = 1
#	}
#}

#faction_goal_the_southern_mandate = {
#	name = faction_goal_the_southern_mandate_name
#	description = faction_goal_the_southern_mandate_desc
#	category = medium_term
#	group = FOCUS_FILTER_ANNEXATION
#	allowed = {
#	}
#	visible = {
#		FROM = {
#			original_tag = CHI
#			#has_government = fascism
#		}
#	}
#	available = {
#		FROM = { has_completed_focus = CHI_the_southern_mandate }
#	}
#	ratio_progress = {
#		total_amount_collection = collection:the_southern_mandate_states
#		completed_amount_collection = {
#			input = collection:the_southern_mandate_states
#			operators = {
#				limit = {
#					is_controlled_by_ROOT_or_ally = yes
#				}
#			}
#			name = COLLECTION_FACTION_CONTROLS_SOUTHERN_MANDATE
#		}
#	}
#	auto_complete = yes
#	complete_effect = {
#		add_faction_power_projection = 100
#		every_state = {
#			limit = {
#				#CHI_southern_mandate_states = yes
#			}
#			add_dynamic_modifier = {
#				modifier = NORDIC_efficient_resource_extraction
#			}
#		}
#	}
#	ai_will_do = {
#		base = 1
#	}
#}

#faction_goal_the_greater_game = {
#	name = faction_goal_the_greater_game_name
#	description = faction_goal_the_greater_game_desc
#	category = medium_term
#	group = FOCUS_FILTER_ANNEXATION
#	allowed = {
#	}
#	visible = {
#		FROM = {
#			original_tag = CHI
#			#has_government = fascism
#		}
#	}
#	available = {
#		FROM = { has_completed_focus = CHI_the_greater_game }
#	}
#	ratio_progress = {
#		total_amount_collection = collection:the_greater_game_states
#		completed_amount_collection = {
#			input = collection:the_greater_game_states
#			operators = {
#				limit = {
#					is_controlled_by_ROOT_or_ally = yes
#				}
#			}
#			name = COLLECTION_FACTION_CONTROLS_GREATER_GAME
#		}
#	}
#	auto_complete = yes
#	complete_effect = {
#		add_faction_power_projection = 50
#		every_state = {
#			limit = {
#				#CHI_greater_game_states = yes
#			}
#			add_dynamic_modifier = {
#				modifier = NORDIC_efficient_resource_extraction
#			}
#		}
#	}
#	ai_will_do = {
#		base = 1
#	}
#}

faction_goal_subjugate_the_faction = {
	name = faction_goal_subjugate_the_faction_name
	description = faction_goal_subjugate_the_faction_desc
	category = medium_term
	group = FOCUS_FILTER_POLITICAL
	allowed = {
		#is_literally_china = yes
	}
	visible = {
		FROM = { 
			#is_literally_china = yes
			has_faction_template = faction_template_chinese_united_front 
		}
	}
	available = {
		FROM = {
			is_faction_leader = yes
			#has_completed_focus = CHI_from_many_to_one
		}
	}
	completed = {
		collection_size = {
			input = {
				input = game:scope
				operators = {
					faction_members
					limit = {
						is_subject_of = ROOT # Should be checking faction leader
					}
				}
				name = COLLECTION_AMOUNT_OF_SUBJECTS_TO_FACTION_LEADER
			}
			value > 7
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = THE_FACTION_LEADER
		add_faction_initiative = 1
		every_collection_element = {
			input = {
				input = game:scope
				operators =  { 
					faction_members 
				}
				
				name = ALL_FACTION_MEMBERS
			}
			custom_effect_tooltip = ALL_FACTION_MEMBERS
			add_war_support = 0.15
			#every_unit_leader = {
			#	add_timed_unit_leader_trait = {
			#		trait = motivated
			#		days = 270
			#	}
			#}
		}
	}
	ai_will_do = {
		base = 10 # Do itttt!
	}
}

 ###  ##  ###   ##  #  # 
   # #  # #  # #  # ## # 
   # #### ###  #### # ## 
#  # #  # #    #  # #  # 
 ##  #  # #    #  # #  # 


faction_goal_control_the_chinese_capitals = {
	name = control_the_chinese_capitals_goal_name
	description = control_the_chinese_capitals_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
	}
	visible = {
		FROM = {
			original_tag = JAP
		}
	}
	completed = {
		608 = { is_controlled_by_ROOT_or_ally = yes }
		1035 = { is_controlled_by_ROOT_or_ally = yes }
		592 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = THE_FACTION_LEADER
		add_faction_initiative = 1
		custom_effect_tooltip = generic_skip_one_line_tt
		every_collection_element = {
			input = {
				input = game:scope
				operators =  { 
					faction_members 
				}
				
				name = ALL_FACTION_MEMBERS
			}
			custom_effect_tooltip = ALL_FACTION_MEMBERS
			army_experience = 50
			air_experience = 25
			navy_experience = 25
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 9 # Early game prio
			date < 1941.1.1
		}
	}
}

faction_goal_secure_the_oil_supply = {
	name = secure_the_oil_supply_goal_name
	description = secure_the_oil_supply_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {
		
	}
	visible = {
		FROM = {
			original_tag = JAP
		}
	}
	completed = {
		has_resources_in_collection = {
			collection = {
					input = game:scope
					operators =  { faction_members }
					name = FACTION
			}
			resource = oil
			amount > 199
		}
	}
	complete_effect = {

		every_faction_member = { 
			tooltip = AT_LEAST_70_OIL
			visible_when_empty = yes
			limit = {
				has_resources_in_country = {
					resource = oil
					amount > 69
				}
			}
			add_faction_initiative = 1
			add_faction_influence_ratio = 0.15
			add_tech_bonus = {
				name = secure_the_oil_supply_tech_bonus
				bonus = 0.75
				uses = 1
				category = excavation_tech
			}
		}
		
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 9 # Mid game prio
			date > 1941.1.1
		}
	}
}


 ##  ##  #   # ### ### ###     #  # #  # ###  ##  #  # 
#   #  # #   #  #  #    #      #  # ## #  #  #  # ## # 
 #  #  #  # #   #  ##   #      #  # # ##  #  #  # # ## 
  # #  #  # #   #  #    #      #  # #  #  #  #  # #  # 
##   ##    #   ### ###  #       ##  #  # ###  ##  #  # 


faction_goal_indifference_is_a_threat = {
	name = indifference_is_a_threat_goal_name
	description = indifference_is_a_threat_goal_desc
	category = medium_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {
		
	}
	visible = {
		FROM = {
			original_tag = SOV
		}
	}
	completed = {
		#collection_size = {
		#	input = {
		#		input = collection:europe_non_aligned_countries
		#		name = COLLECTION_COUNTRIES_EUROPE_NON_ALIGNED
		#	}
		#	value < 5
		#}
	}
	complete_effect = {
		add_faction_power_projection = 500
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = ALL_FACTION_MEMBERS
		every_faction_member = {
			add_political_power = 50
			add_popularity = {
				#ideology = communism
				popularity = 0.05
			}
		}
	}
	ai_will_do = {
		base = 1
	}
}

faction_goal_undoing_brest_litowsk = {
	name = undoing_brest_litowsk_goal_name
	description = undoing_brest_litowsk_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			original_tag = SOV
		}
	}
	completed = {
		count_triggers = {
			amount = 4
			OR = {
				LIT = { exists = no }
				LIT = { is_in_faction_with = ROOT }
			}
			OR = {
				LAT = { exists = no }
				LAT = { is_in_faction_with = ROOT }
			}
			OR = {
				EST = { exists = no }
				EST = { is_in_faction_with = ROOT }
			}
			OR = {
				POL = { exists = no }
				POL = { is_in_faction_with = ROOT }
			}
			OR = {
				FIN = { exists = no }
				FIN = { is_in_faction_with = ROOT }
			}
		}
		
	}
	complete_effect = {
		add_faction_power_projection = 500
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = THE_FACTION_LEADER
		add_faction_initiative = 1
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = ALL_FACTION_MEMBERS
		every_faction_member = {
			army_experience = 50
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 9 # SOV should always prio this
			original_tag = SOV
		}
	}
}  




###   ##  #    ##  #  # ###  
#  # #  # #   #  # ## # #  # 
###  #  # #   #### # ## #  # 
#    #  # #   #  # #  # #  # 
#     ##  ### #  # #  # ###  


faction_goal_the_two_seas = {
	name = the_two_seas_goal_name
	description = the_two_seas_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	visible = {
		FROM = { original_tag = POL }
	}
	
	completed = {
		has_naval_control = 206
		has_naval_control = 279
		has_naval_control = 9
		has_naval_control = 30
		OR = {
			807 = { 
				naval_base > 7 
				is_controlled_by_ROOT_or_ally = yes 
			}
			85 = { 
				naval_base > 7 
				is_controlled_by_ROOT_or_ally = yes 
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 50 
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = THE_FACTION_LEADER
		add_faction_initiative = 1
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 10
			OR = {
				#has_completed_focus = POL_the_between_the_seas_concept
				#has_completed_focus = POL_sea_to_sea
			}
		}
	}
}


###########################################################

 ##  ### #  # ### ###  ###  ##       ##   ##   ##  #    ## 
#    #   ## # #   #  #  #  #  #     #    #  # #  # #   #   
# ## ##  # ## ##  ###   #  #        # ## #  # #### #    #  
#  # #   #  # #   #  #  #  #  #     #  # #  # #  # #     # 
 ##  ### #  # ### #  # ###  ##       ##   ##  #  # ### ##  

###########################################################


### Faction Growth

faction_goal_a_large_faction = {
	name = a_large_faction_goal_name
	description = a_large_faction_goal_desc
	category = medium_term
	group = FOCUS_FILTER_POLITICAL_CHARACTER
	visible = {
		num_faction_members > 4
	}
	completed = {
		num_faction_members > 9
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = THE_FACTION_LEADER
		add_faction_initiative = 1
	}
	ai_will_do = {
		base = 1
	}
}

### Units/Deployment

faction_goal_marine_corps = {
	name = marine_corps_goal_name
	description = marine_corps_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	available = {
	}
	completed = {
		#count_in_collection = {
		#	collection = {
		#		input = game:scope
		#		operators = { faction_members }
		#		name = FACTION
		#	}
		#	unit_category = { marine marine_commando amphibious_mechanized category_amphibious_tanks }
		#	equipment_ratio = 0.9
		#	size > 29
		#}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = THE_FACTION_LEADER
		add_faction_initiative = 1
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			every_collection_element = {
				input = {
					input = game:scope
					operators = { 
						faction_members 
						limit = {
							OR = {
								#has_tech = marines
								has_tech = amphibious_mechanized_infantry
								has_tech = amphibious_tank
							}
						}
					}
					name = ALL_FACTION_MEMBERS_WITH_AMPHIBIOUS_TECH
				}
				random_character = {
					tooltip = ONE_GENERAL	
					visible_when_empty = yes
					limit = {
						is_army_leader = yes
						is_field_marshal = no
						NOT = { has_trait = cavalry_officer }
						NOT = { has_trait = panzer_leader }
						NOT = { has_trait = naval_invader }
					}
					gain_xp = 400
					add_attack = 1
					add_trait = { trait = naval_invader }
				}
			}
		}
		custom_effect_tooltip = ALL_FACTION_MEMBERS_WITH_AMPHIBIOUS_TECH
		effect_tooltip = {
			random_character = {
				tooltip = ONE_GENERAL	
				visible_when_empty = yes
				limit = {
					is_army_leader = yes
					is_field_marshal = no
					NOT = { has_trait = cavalry_officer }
					NOT = { has_trait = panzer_leader }
					NOT = { has_trait = naval_invader }
				}
				gain_xp = 400
				add_attack = 1
				add_trait = { trait = naval_invader }
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = ALL_FACTION_MEMBERS
		every_faction_member = {
			#add_tech_bonus = {
			#	name = marine_corps_tech_bonus
			#	bonus = 0.5
			#	uses = 1
			#	category = marine_tech
			#}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			any_state = {
				is_controlled_by_ROOT_or_ally = yes
				is_coastal = yes
			}
		}
		modifier = {
			add = 2
			any_state = {
				is_controlled_by = ROOT
				is_coastal = yes
			}
		}
	}
}

faction_goal_airborne_corps = {
	name = airborne_corps_goal_name
	description = airborne_corps_goal_desc
	category = medium_term
	group = FOCUS_FILTER_AIR_XP
	available = {
	}
	completed = {
		#count_in_collection = {
		#	collection = {
		#		input = game:scope
		#		operators = { faction_members }
		#		name = FACTION
		#	}
		#	unit_category = { paratrooper }
		#	equipment_ratio = 0.9
		#	size > 29
		#}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = THE_FACTION_LEADER
		add_faction_initiative = 1
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			every_collection_element = {
				input = {
					input = game:scope
					operators = { 
						faction_members 
						limit = {
							#has_tech = paratroopers
						}
					}
					name = ALL_FACTION_MEMBERS_WITH_PARATROOPERS_TECH
				}
				random_character = {
					tooltip = ONE_GENERAL	
					visible_when_empty = yes
					limit = {
						is_army_leader = yes
						is_field_marshal = no
						NOT = { has_trait = cavalry_officer }
						NOT = { has_trait = panzer_leader }
						NOT = { has_trait = commando }
					}
					gain_xp = 400
					add_attack = 1
					add_trait = { trait = commando }
				}
			}
		}
		custom_effect_tooltip = ALL_FACTION_MEMBERS_WITH_PARATROOPERS_TECH
		effect_tooltip = {
			random_character = {
				tooltip = ONE_GENERAL	
				visible_when_empty = yes
				limit = {
					is_army_leader = yes
					is_field_marshal = no
					NOT = { has_trait = cavalry_officer }
					NOT = { has_trait = panzer_leader }
					NOT = { has_trait = commando }
				}
				gain_xp = 400
				add_attack = 1
				add_trait = { trait = commando }
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = ALL_FACTION_MEMBERS
		every_faction_member = {
			#add_tech_bonus = {
			#	name = airborne_corps_tech_bonus
			#	bonus = 0.5
			#	uses = 1
			#	category = para_tech
			#}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_equipment = {
			    transport_plane_equipment > 0
			}
		}
	}
}

faction_goal_mountaineer_corps = {
	name = mountaineer_corps_goal_name
	description = mountaineer_corps_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ARMY_XP
	available = {
	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = { faction_members }
				name = FACTION
			}
			unit_category = { mountaineers }
			equipment_ratio = 0.9
			size > 29
		}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = THE_FACTION_LEADER
		add_faction_initiative = 1
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			every_collection_element = {
				input = {
					input = game:scope
					operators = { 
						faction_members 
						limit = {
							#has_tech = tech_mountaineers
						}
					}
					name = ALL_FACTION_MEMBERS_WITH_MOUNTAINEERS_TECH
				}
				random_character = {
					tooltip = ONE_GENERAL	
					visible_when_empty = yes
					limit = {
						is_army_leader = yes
						is_field_marshal = no
						NOT = { has_trait = cavalry_officer }
						NOT = { has_trait = panzer_leader }
						NOT = { has_trait = trait_mountaineer }
					}
					gain_xp = 400
					add_attack = 1
					add_trait = { trait = trait_mountaineer }
				}
			}
		}
		custom_effect_tooltip = ALL_FACTION_MEMBERS_WITH_MOUNTAINEERS_TECH
		effect_tooltip = {
			random_character = {
				tooltip = ONE_GENERAL	
				visible_when_empty = yes
				limit = {
					is_army_leader = yes
					is_field_marshal = no
					NOT = { has_trait = cavalry_officer }
					NOT = { has_trait = panzer_leader }
					NOT = { has_trait = trait_mountaineer }
				}
				gain_xp = 400
				add_attack = 1
				add_trait = { trait = trait_mountaineer }
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = ALL_FACTION_MEMBERS
		every_faction_member = {
			add_tech_bonus = {
				name = mountaineer_corps_tech_bonus
				bonus = 0.5
				uses = 1
				category = mountaineers_tech
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			any_allied_country = {
				has_terrain = mountain
			}
		}
		modifier = {
			add = 2
			has_terrain = mountain
		}
	}
}

faction_goal_submarine_force = {
	name = submarine_force_goal_name
	description = submarine_force_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	available = {

	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = { faction_members }
				name = FACTION
			}
			unit = submarine
			size > 99
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		every_collection_element = {
			input = {
				input = game:scope
				operators = { 
					faction_members 
					limit = {
						has_navy_size = {
							size > 24
							type = submarine
						}
					}
				}
				name = ALL_FACTION_MEMBERS_WITH_25_SUBMARINES
			}
			random_character = {
				tooltip = ONE_ADMIRAL	
				visible_when_empty = yes
				limit = {
					is_navy_leader = yes 
					NOT = { has_trait = seawolf }
					NOT = { has_trait = ironside }
					NOT = { has_trait = battleship_adherent }
					NOT = { has_trait = gunnery_expert }
					NOT = { has_trait = aviation_enthusiast }
				}
				gain_xp = 400
				add_attack = 1
				add_trait = { trait = seawolf }
			}
			add_mastery = {
				amount = 100
				track = submarines
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = ALL_FACTION_MEMBERS
		every_faction_member = {
			add_tech_bonus = {
				name = submarine_force_tech_bonus
				bonus = 0.5
				uses = 1
				category = naval_equipment
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1 # Powers with no dockyards should probably not care about navy
			num_of_naval_factories > 0
		}
		modifier = {
			add = 1 # Powers with a less dockyard capacity should probably try to build subs rather than contest the high seas
			num_of_naval_factories > 10
		}
		modifier = {
			add = -1 # Powers with more dockyard capacity should probably try to contest the high seas instead of building subs
			num_of_naval_factories > 25
		}
		modifier = {
			add = -1 # Powers with more dockyard capacity should probably try to contest the high seas instead of building subs
			num_of_naval_factories > 50
		}
	}
}

faction_goal_convoy_escort_force = {
	name = convoy_escort_force_goal_name
	description = convoy_escort_force_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	available = {

	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = { faction_members }
				name = FACTION
			}
			unit = screen_ship
			size > 99
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		every_collection_element = {
			input = {
				input = game:scope
				operators = { 
					faction_members 
					limit = {
						has_navy_size = {
							size > 24
							type = screen_ship
						}
					}
				}
				name = ALL_FACTION_MEMBERS_WITH_25_SCREENING_SHIPS
			}
			random_character = {
				tooltip = ONE_ADMIRAL	
				visible_when_empty = yes
				limit = {
					is_navy_leader = yes
					NOT = { has_trait = fleet_protector }
					NOT = { has_trait = seawolf }
					NOT = { has_trait = ironside }
					NOT = { has_trait = battleship_adherent }
					NOT = { has_trait = gunnery_expert }
					NOT = { has_trait = aviation_enthusiast }
				}
				gain_xp = 400
				add_attack = 1
				add_trait = { trait = fleet_protector }
			}
			add_mastery = {
				amount = 100
				track = screens
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = ALL_FACTION_MEMBERS
		every_faction_member = {
			add_tech_bonus = {
				name = convoy_escort_force_tech_bonus
				bonus = 0.5
				uses = 1
				category = naval_equipment
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1 # Powers with no dockyards should probably not care about navy
			num_of_naval_factories > 0
		}
		modifier = {
			add = 1 # Powers with threatened convoys should care more
			convoy_threat > 0.2
		}
		modifier = {
			add = 8 # Powers with very threatened convoys should care -a lot-
			convoy_threat > 0.5
		}
	}
}

faction_goal_air_superiority = {
	name = air_superiority_goal_name
	description = air_superiority_goal_desc
	category = medium_term
	group = FOCUS_FILTER_AIR_XP
	available = {

	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = { faction_members }
				name = FACTION
			}
			unit = fighter
			size > 999
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		every_collection_element = {
			input = {
				input = game:scope
				operators = { 
					faction_members 
					limit = {
						has_deployed_air_force_size = {
							size > 249
							type = fighter
						}
					}
				}
				name = ALL_FACTION_MEMBERS_WITH_250_FIGHTERS
			}
			air_experience = 50
			add_mastery = {
				amount = 100
				track = fighter_aircraft
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = ALL_FACTION_MEMBERS
		every_faction_member = {
			add_tech_bonus = {
				name = air_superiority_tech_bonus
				bonus = 0.5
				uses = 1
				category = air_equipment
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1 # Powers with few military factories should probably not care about expensive planes
			num_of_military_factories > 39
		}
		modifier = {
			add = 1 # Factions with decent number of military factories should probably start caring a lot about contesting air superiority - because they can
			count_in_collection = {
				collection = {
					input = game:scope
					operators = { faction_members }
					name = FACTION_NAME
				}
				buildings = { arms_factory }
				size > 149
			}
		}
	}
}

### Industry

faction_goal_industrial_expansion = {
	name = industrial_expansion_goal_name
	description = industrial_expansion_goal_desc
	category = medium_term
	group = FOCUS_FILTER_INDUSTRY
	visible = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = { faction_members }
				name = FACTION_NAME
			}
			buildings = { industrial_complex }
			size > 49
		}
	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = { faction_members }
				name = FACTION_NAME
			}
			buildings = { industrial_complex }
			size > 149
		}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = generic_skip_one_line_tt
		every_faction_member = {
			tooltip = AT_LEAST_50_CIVS
			visible_when_empty = yes 
			limit = {
				num_of_civilian_factories > 49
			}
			add_tech_bonus = {
				name = industrial_expansion_tech_bonus
				bonus = 0.5
				uses = 2
				category = industry
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 1 # If already big it's easy to grow
			is_major = yes
		}
		modifier = {
			add = 1 # If already big it's easy to grow
			is_major = yes
		}
		modifier = {
			add = 1 # Prioritize more earlier on - more pay-off
			date < 1938.1.1
		}
	}
}


faction_goal_industrial_research = {
	name = industrial_research_goal_name
	description = industrial_research_goal_desc
	category = medium_term
	group = FOCUS_FILTER_RESEARCH
	visible = {
		any_allied_country = {
			#NOT = { has_tech = construction4 }
		}
	}
	completed = {
		ROOT = {
			#has_tech = construction4
		}
		all_allied_country = {
			#has_tech = construction4
		}

		collection_size = {
				input = {
					input = game:scope
					operators =  { 
						faction_members 
					}
				}
				value > 4
			}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = generic_skip_one_line_tt
		every_faction_member = {
			tooltip = INFLUENCE_ABOVE_30_PERCENT
			visible_when_empty = yes 
			limit = {
				faction_influence_ratio > 0.3
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 1 # Prio for smaller factions (Easier to get everyone up then )
			collection_size = {
				input = {
					input = game:scope
					operators =  { 
						faction_members 
					}
				}
				value < 5
			}
		}
		modifier = {
			add = 1 # Prioritize during build up, but not too early
			date > 1938.1.1
			date < 1941.1.1
		}
	}
}

faction_goal_a_military_base = {
	name = a_military_base_goal_name
	description = a_military_base_goal_desc
	category = medium_term
	group = FOCUS_FILTER_INDUSTRY
	visible = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = { faction_members }
				name = FACTION_NAME
			}
			buildings = { arms_factory }
			size > 49
		}
	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = { faction_members }
				name = FACTION_NAME
			}
			buildings = { arms_factory }
			size > 149
		}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = generic_skip_one_line_tt
		every_faction_member = {
			tooltip = AT_LEAST_50_MILS
			visible_when_empty = yes 
			limit = {
				num_of_military_factories > 49
			}
			add_tech_bonus = {
				name = a_military_base_tech_bonus
				bonus = 0.5
				uses = 2
				category = excavation_tech
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			date > 1938.1.1
		}
		modifier = {
			add = 1
			is_major = yes
		}
	}
}

### War Waging

faction_goal_aggressive_defense = {
	name = aggressive_defense_goal_name
	description = aggressive_defense_goal_desc
	group = FOCUS_FILTER_WAR_SUPPORT
	category = medium_term
	visible = {
		FROM = { has_defensive_war = yes }
	}
	completed = {
		any_allied_country = {
			has_defensive_war = yes
		}
		collection_size = {
			input = {
				input = game:scope
				operators = {
					faction_members
					limit = {
						any_enemy_country = {
							has_offensive_war_with = ROOT
							casualties_inflicted_by = {
							    opponent = PREV
							    thousands > 250
							}
						}
					}
				}
				name = COLLECTION_CASUALTIES_INFLICTED_BY_FACTION_MEMBERS
			}
			value > 0
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = ALL_FACTION_MEMBERS_INFLICTED_250K_CASUALTIES
		every_faction_member = {
			limit = {
				any_enemy_country = {
					has_offensive_war_with = ROOT
					casualties_inflicted_by = {
					    opponent = PREV
					    thousands > 250
					}
				}
			}
			add_faction_initiative = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = ALL_FACTION_MEMBERS
		every_faction_member = {
			army_experience = 50
		}
	}
	ai_will_do = {
		base = 1
	}
}


### Strategic Resources

# Mexican Oil
faction_goal_control_mexican_oil = {
	name = control_mexican_oil_goal_name
	description = control_mexican_oil_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = MEX
				is_in_faction_with = MEX
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 479
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		480 = { is_controlled_by_ROOT_or_ally = yes }
		479 = {	is_controlled_by_ROOT_or_ally = yes }
		477 = {	is_controlled_by_ROOT_or_ally = yes }
		476 = {	is_controlled_by_ROOT_or_ally = yes }		
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 480
					controls_state = 479
					controls_state = 477
					controls_state = 476
				}
			}
			add_faction_initiative = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 480
					state = 479
					state = 477
					state = 476
				}
			}
			if = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}	
			}
		}
	}
	ai_will_do = {
		base = 1 # Everyone should always kiiiinda care about oil
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = -1 # If the alliance is doing well with fuel avoid taking this...
			fuel_ratio > 0.9
			all_allied_country = {
				fuel_ratio > 0.9
			}
		}
		modifier = {
			add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles)
			has_resources_in_collection = {
				collection = {
						input = game:scope
						operators =  { faction_members }
						name = FACTION
				}
				resource = oil
				amount < 10
				extracted = yes
			}
		}
		modifier = {
			add = 1 # Powers with low fuel should care about oil a bit more
			fuel_ratio < 0.4
		}
		modifier = {
			add = 1 # Powers with very low fuel should care about oil A LOT
			fuel_ratio < 0.1
		}
		modifier = {
			add = 5 # Massive boost in case low fuel and already at war anyway
			fuel_ratio < 0.1
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
	}
}

# Curacao Oil
faction_goal_control_curacao_oil = {
	name = control_curacao_oil_goal_name
	description = control_curacao_oil_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = HOL
				is_in_faction_with = HOL
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 695
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		695 = { is_controlled_by_ROOT_or_ally = yes }	
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_allied_country = {
			visible_when_empty = yes
			limit = {
				controls_state = 695
			}
			add_faction_initiative = 1
		}
		695 = {
			if = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}	
			}
		}
	}
	ai_will_do = {
		base = 1 # Everyone should always kiiiinda care about oil
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			695 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = -1 # If the alliance is doing well with fuel avoid taking this...
			fuel_ratio > 0.9
			all_allied_country = {
				fuel_ratio > 0.9
			}
		}
		modifier = {
			add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles)
			has_resources_in_collection = {
				collection = {
						input = game:scope
						operators =  { faction_members }
						name = FACTION
				}
				resource = oil
				amount < 10
				extracted = yes
			}
		}
		modifier = {
			add = 1 # Powers with low fuel should care about oil a bit more
			fuel_ratio < 0.4
		}
		modifier = {
			add = 1 # Powers with very low fuel should care about oil A LOT
			fuel_ratio < 0.1
		}
		modifier = {
			add = 5 # Massive boost in case low fuel and already at war anyway
			fuel_ratio < 0.1
			695 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
	}
}

# Venezuelan Oil
faction_goal_control_venezuelan_oil = {
	name = control_venezuelan_oil_goal_name
	description = control_venezuelan_oil_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = VEN
				is_in_faction_with = VEN
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 307
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		489 = { is_controlled_by_ROOT_or_ally = yes }
		307 = {	is_controlled_by_ROOT_or_ally = yes }	
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_allied_country = { 
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 489
					controls_state = 307
				}
			}
			add_faction_initiative = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 489
					state = 307
				}
			}
			if = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}	
			}
		}
	}
	ai_will_do = {
		base = 1 # Everyone should always kiiiinda care about oil
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			307 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = -1 # If the alliance is doing well with fuel avoid taking this...
			fuel_ratio > 0.9
			all_allied_country = {
				fuel_ratio > 0.9
			}
		}
		modifier = {
			add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles)
			has_resources_in_collection = {
				collection = {
						input = game:scope
						operators =  { faction_members }
						name = FACTION
				}
				resource = oil
				amount < 10
				extracted = yes
			}
		}
		modifier = {
			add = 1 # Powers with low fuel should care about oil a bit more
			fuel_ratio < 0.4
		}
		modifier = {
			add = 1 # Powers with very low fuel should care about oil A LOT
			fuel_ratio < 0.1
		}
		modifier = {
			add = 5 # Massive boost in case low fuel and already at war anyway
			fuel_ratio < 0.1
			307 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
	}
}

# Guyanan Bauxite
faction_goal_control_guyanan_bauxite = {
	name = control_guyanan_bauxite_goal_name
	description = control_guyanan_bauxite_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 687
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		687 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_allied_country = { 
			visible_when_empty = yes
			limit = {
				controls_state = 687
			}
			add_faction_initiative = 1
		}
		687 = {
			if = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}	
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			687 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If low on aluminium
			aluminium > 40
		}
		modifier = {
			add = 1 # If very low on aluminium
			aluminium > 10
		}
		modifier = {
			add = 3 # If entire alliance is low on aluminium they should be heavily incentivized to taking more
			has_resources_in_collection = {
				collection = {
						input = game:scope
						operators =  { faction_members }
						name = FACTION
				}
				resource = aluminium
				amount < 10
				extracted = no # (optional, default: no) checks extracted amount instead of country balance
			}
		}
	}
}

# Surinamese Bauxite
faction_goal_control_suriname_bauxite = {
	name = control_suriname_bauxite_goal_name
	description = control_suriname_bauxite_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = HOL
				is_in_faction_with = HOL
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 309
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		309 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_allied_country = { 
			visible_when_empty = yes
			limit = {
				controls_state = 309
			}
			add_faction_initiative = 1
		}
		309 = {
			if = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}	
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			309 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If low on aluminium
			aluminium > 40
		}
		modifier = {
			add = 1 # If very low on aluminium
			aluminium > 10
		}
		modifier = {
			add = 3 # If entire alliance is low on aluminium they should be heavily incentivized to taking more
			has_resources_in_collection = {
				collection = {
						input = game:scope
						operators =  { faction_members }
						name = FACTION
				}
				resource = aluminium
				amount < 10
				extracted = no # (optional, default: no) checks extracted amount instead of country balance
			}
		}
	}
}

# Lappland Metals
faction_goal_control_lappland_metals = {
	name = control_lappland_metals_goal_name
	description = control_lappland_metals_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = SWE
				is_in_faction_with = SWE
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 918
				value < 2000
			}
		}
	}
	available = {
		
	}
	completed = {
		666 = { is_controlled_by_ROOT_or_ally = yes }
		918 = {	is_controlled_by_ROOT_or_ally = yes }	
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 666
					controls_state = 918
				}
			}
			add_faction_initiative = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 666
					state = 918
				}
			}
			if = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}	
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			918 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If low on resources
			OR = {
				tungsten < 40
				steel < 40
				chromium < 12
			}
		}
		modifier = {
			add = 1 # If very low on resources
			OR = {
				tungsten < 10
				steel < 10
				chromium < 5
			}
		}
		modifier = {
			add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more
			OR = {
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = tungsten
					amount < 15
					extracted = no # (optional, default: no) checks extracted amount instead of country balance
				}
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = steel
					amount < 15
					extracted = no # (optional, default: no) checks extracted amount instead of country balance
				}
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = chromium
					amount < 8
					extracted = no # (optional, default: no) checks extracted amount instead of country balance
				}
			}
		}
	}
}

# Ploiesti Oil Fields
faction_goal_control_ploiesti_oil_fields = {
	name = control_ploiesti_oil_fields_goal_name
	description = control_ploiesti_oil_fields_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				is_in_faction_with = ROM
				original_tag = ROM
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 46
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		46 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 46
			}
			add_faction_initiative = 1
		}
		46 = {
			if = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}	
			}
		}
	}
	ai_will_do = {
		base = 1 # Everyone should always kiiiinda care about oil
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			46 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = -1 # If the alliance is doing well with fuel avoid taking this...
			fuel_ratio > 0.9
			all_allied_country = {
				fuel_ratio > 0.9
			}
		}
		modifier = {
			add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles)
			has_resources_in_collection = {
				collection = {
						input = game:scope
						operators =  { faction_members }
						name = FACTION
				}
				resource = oil
				amount < 10
				extracted = yes
			}
		}
		modifier = {
			add = 1 # Powers with low fuel should care about oil a bit more
			fuel_ratio < 0.4
		}
		modifier = {
			add = 1 # Powers with very low fuel should care about oil A LOT
			fuel_ratio < 0.1
		}
		modifier = {
			add = 5 # Massive boost in case low fuel and already at war anyway
			fuel_ratio < 0.1
			46 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
	}
}

# Baku Oil Fields
faction_goal_control_baku_oil_fields = {
	name = control_baku_oil_fields_goal_name
	description = control_baku_oil_fields_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = SOV
				is_in_faction_with = SOV
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 229
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		229 = { is_controlled_by_ROOT_or_ally = yes }
		232 = {	is_controlled_by_ROOT_or_ally = yes }
		821 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 229
					controls_state = 232
					controls_state = 821
				}
			}
			add_faction_initiative = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 229
					state = 232
					state = 821
				}
			}
			if = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}	
			}
		}
	}
	ai_will_do = {
		base = 1 # Everyone should always kiiiinda care about oil
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = -1 # If the alliance is doing well with fuel avoid taking this...
			fuel_ratio > 0.9
			all_allied_country = {
				fuel_ratio > 0.9
			}
		}
		modifier = {
			add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles)
			has_resources_in_collection = {
				collection = {
						input = game:scope
						operators =  { faction_members }
						name = FACTION
				}
				resource = oil
				amount < 10
				extracted = yes
			}
		}
		modifier = {
			add = 1 # Powers with low fuel should care about oil a bit more
			fuel_ratio < 0.4
		}
		modifier = {
			add = 1 # Powers with very low fuel should care about oil A LOT
			fuel_ratio < 0.1
		}
		modifier = {
			add = 5 # Massive boost in case low fuel and already at war anyway
			fuel_ratio < 0.1
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
	}
}

# Iraqi Oil
faction_goal_control_iraqi_oil = {
	name = control_iraqi_oil_goal_name
	description = control_iraqi_oil_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = IRQ
				is_in_faction_with = IRQ
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 291
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		291 = { is_controlled_by_ROOT_or_ally = yes }
		676 = {	is_controlled_by_ROOT_or_ally = yes }
		1010 = { is_controlled_by_ROOT_or_ally = yes }	
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 291
					controls_state = 676
					controls_state = 1010
				}
			}
			add_faction_initiative = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 291
					state = 676
					state = 1010
				}
			}
			if = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}	
			}
		}
	}
	ai_will_do = {
		base = 1 # Everyone should always kiiiinda care about oil
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = -1 # If the alliance is doing well with fuel avoid taking this...
			fuel_ratio > 0.9
			all_allied_country = {
				fuel_ratio > 0.9
			}
		}
		modifier = {
			add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles)
			has_resources_in_collection = {
				collection = {
						input = game:scope
						operators =  { faction_members }
						name = FACTION
				}
				resource = oil
				amount < 10
				extracted = yes
			}
		}
		modifier = {
			add = 1 # Powers with low fuel should care about oil a bit more
			fuel_ratio < 0.4
		}
		modifier = {
			add = 1 # Powers with very low fuel should care about oil A LOT
			fuel_ratio < 0.1
		}
		modifier = {
			add = 5 # Massive boost in case low fuel and already at war anyway
			fuel_ratio < 0.1
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
	}
}

# Persian Oil
faction_goal_control_persian_oil = {
	name = control_persian_oil_goal_name
	description = control_persian_oil_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = PER
				is_in_faction_with = PER
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 413
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		411 = { is_controlled_by_ROOT_or_ally = yes }
		412 = {	is_controlled_by_ROOT_or_ally = yes }
		413 = { is_controlled_by_ROOT_or_ally = yes }	
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 411
					controls_state = 412
					controls_state = 413
				}
			}
			add_faction_initiative = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 411
					state = 412
					state = 413
				}
			}
			if = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}	
			}
		}
	}
	ai_will_do = {
		base = 1 # Everyone should always kiiiinda care about oil
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = -1 # If the alliance is doing well with fuel avoid taking this...
			fuel_ratio > 0.9
			all_allied_country = {
				fuel_ratio > 0.9
			}
		}
		modifier = {
			add = 1 # ...except if the faction has very few sources of oil to start with (might be full storages cuz not using their vehicles)
			has_resources_in_collection = {
				collection = {
						input = game:scope
						operators =  { faction_members }
						name = FACTION
				}
				resource = oil
				amount < 10
				extracted = yes
			}
		}
		modifier = {
			add = 1 # Powers with low fuel should care about oil a bit more
			fuel_ratio < 0.4
		}
		modifier = {
			add = 1 # Powers with very low fuel should care about oil A LOT
			fuel_ratio < 0.1
		}
		modifier = {
			add = 5 # Massive boost in case low fuel and already at war anyway
			fuel_ratio < 0.1
			479 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
	}
}

# Chinese Metals
faction_goal_control_chinese_metals = {
	name = control_chinese_metals_goal_name
	description = control_chinese_metals_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {
	}
	visible = {
		FROM = {
			#is_independent_china_or_warlord = no
		}
		all_allied_country = {
			#is_independent_china_or_warlord = no
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 599
				value < 2000
			}
		}
	}
	available = {
		
	}
	completed = {
		592 = { is_controlled_by_ROOT_or_ally = yes }
		593 = {	is_controlled_by_ROOT_or_ally = yes }
		594 = { is_controlled_by_ROOT_or_ally = yes }
		599 = { is_controlled_by_ROOT_or_ally = yes }		
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 592
					controls_state = 593
					controls_state = 594
					controls_state = 599
				}
			}
			add_faction_initiative = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 592
					state = 593
					state = 594
					state = 599
				}
			}
			if = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}	
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			599 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If low on resources
			OR = {
				tungsten < 40
				steel < 40
				chromium < 12
			}
		}
		modifier = {
			add = 1 # If very low on resources
			OR = {
				tungsten < 10
				steel < 10
				chromium < 5
			}
		}
		modifier = {
			add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more
			OR = {
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = tungsten
					amount < 15
					extracted = no # (optional, default: no) checks extracted amount instead of country balance
				}
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = steel
					amount < 15
					extracted = no # (optional, default: no) checks extracted amount instead of country balance
				}
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = chromium
					amount < 8
					extracted = no # (optional, default: no) checks extracted amount instead of country balance
				}
			}
		}
	}
}

# Malayan Riches
faction_goal_control_malayan_riches = {
	name = control_malayan_riches_goal_name
	description = control_malayan_riches_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = MAL
				is_in_faction_with = MAL
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 336
				value < 2000
			}
		}
	}
	available = {
		
	}
	completed = {
		333 = { is_controlled_by_ROOT_or_ally = yes }
		336 = {	is_controlled_by_ROOT_or_ally = yes }
		1021 = { is_controlled_by_ROOT_or_ally = yes }
		1024 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 333
					controls_state = 336
					controls_state = 1021
					controls_state = 1024
				}
			}
			add_faction_initiative = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 333
					state = 336
					state = 1021
					state = 1024
				}
			}
			if = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}	
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			366 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If low on resources
			OR = {
				rubber < 40
				tungsten < 40
				steel < 12
				aluminium < 8
				fuel_ratio < 0.5
			}
		}
		modifier = {
			add = 1 # If very low on resources
			OR = {
				rubber < 10
				tungsten < 10
				steel < 8
				aluminium < 5
				fuel_ratio < 0.2
			}
		}
		modifier = {
			add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more
			OR = {
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = rubber
					amount < 15
					extracted = no # (optional, default: no) checks extracted amount instead of country balance
				}
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = tungsten
					amount < 15
					extracted = no # (optional, default: no) checks extracted amount instead of country balance
				}
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = steel
					amount < 8
					extracted = no # (optional, default: no) checks extracted amount instead of country balance
				}
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = aluminium
					amount < 4
					extracted = no # (optional, default: no) checks extracted amount instead of country balance
				}
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = oil
					amount < 10
					extracted = yes  # (optional, default: no) checks extracted amount instead of country balance
				}
			}
		}
	}
}

# Indonesian Riches
faction_goal_control_indonesian_riches = {
	name = control_indonesian_riches_goal_name
	description = control_indonesian_riches_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = INS
				is_in_faction_with = INS
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 672
				value < 2000
			}
		}
	}
	available = {
		
	}
	completed = {
		334 = { is_controlled_by_ROOT_or_ally = yes }
		335 = {	is_controlled_by_ROOT_or_ally = yes }
		667 = {	is_controlled_by_ROOT_or_ally = yes }
		672 = { is_controlled_by_ROOT_or_ally = yes }
		673 = { is_controlled_by_ROOT_or_ally = yes }		
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 334
					controls_state = 335
					controls_state = 667
					controls_state = 672
					controls_state = 673
				}
			}
			add_faction_initiative = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 334
					state = 335
					state = 667
					state = 672
					state = 673
				}
			}
			if = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}	
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			672 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If low on resources
			OR = {
				rubber < 40
				aluminium < 12
				fuel_ratio < 0.5
			}
		}
		modifier = {
			add = 1 # If very low on resources
			OR = {
				rubber < 10
				aluminium < 5
				fuel_ratio < 0.2
			}
		}
		modifier = {
			add = 3 # If entire alliance is low on resources they should be heavily incentivized to taking more
			OR = {
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = rubber
					amount < 15
					extracted = no # (optional, default: no) checks extracted amount instead of country balance
				}
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = tungsten
					amount < 15
					extracted = no # (optional, default: no) checks extracted amount instead of country balance
				}
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = steel
					amount < 8
					extracted = no # (optional, default: no) checks extracted amount instead of country balance
				}
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = aluminium
					amount < 4
					extracted = no # (optional, default: no) checks extracted amount instead of country balance
				}
				has_resources_in_collection = {
					collection = {
							input = game:scope
							operators =  { faction_members }
							name = FACTION
					}
					resource = oil
					amount < 10
					extracted = yes  # (optional, default: no) checks extracted amount instead of country balance
				}
			}
		}
	}
}

### Strategic Bases

# Newfoundland
faction_goal_control_newfoundland_bases = {
	name = control_newfoundland_bases_goal_name
	description = control_newfoundland_bases_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 331
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		331 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 331
			}
			add_faction_initiative = 1
		}
		331 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			331 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the transatlantic supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with a north american power prioritize this
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
	}
}

# Bermuda
faction_goal_control_bermuda = {
	name = control_bermuda_goal_name
	description = control_bermuda_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 696
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		696 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 696
			}
			add_faction_initiative = 1
		}
		696 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			331 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the transatlantic supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with a north american power prioritize this
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
	}
}

# Bahamas
faction_goal_control_bahamas_bases = {
	name = control_bahamas_bases_goal_name
	description = control_bahamas_bases_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 693
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		690 = { is_controlled_by_ROOT_or_ally = yes }
		693 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 690
					controls_state = 693
				}
			}
			add_faction_initiative = 1
		}
		690 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = 10254
			}
		}
		693 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			331 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the transatlantic supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = north_america
								is_on_continent = south_america
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = europe
								is_on_continent = africa
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with a north american power prioritize this
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
	}
}

# Panama
faction_goal_control_panama_canal = {
	name = control_panama_canal_goal_name
	description = control_panama_canal_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = USA
				is_in_faction_with = USA
			}
		}
		OR = {
			any_collection_element = {
				collection = {
					 input = game:scope
					 operators = { faction_members controlled_states }
					 name = FACTION_CONTROLLED_STATES # a custom loc string that will be displayed
				}
				distance_to = {
					target = 685
					value < 2000
				}
			}
			AND = {
				685 = { is_controlled_by = USA }
				has_war_with = USA
				any_collection_element = {
					collection = {
						 input = game:scope
						 operators = { faction_members controlled_states }
						 name = FACTION_CONTROLLED_STATES # a custom loc string that will be displayed
					}
					distance_to = {
						target = 685
						value < 6000
					}
				}
			}
		}
	}
	available = {

	}
	completed = {
		685 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 685
			}
			add_faction_initiative = 1
		}
		685 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 7617
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 1
				province = 7617
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			685 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 2 # If major naval power seek to control access
			has_navy_size = {
				size > 20
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with a north american power prioritize this
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
		modifier = {
			add = 10 # If USA
			original_tag = USA
		}
	}
}

# Trinidad
faction_goal_control_trinidad = {
	name = control_trinidad_goal_name
	description = control_trinidad_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 691
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		691 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 691
			}
			add_faction_initiative = 1
		}
		691 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			691 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the transatlantic supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = north_america
								is_on_continent = south_america
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = europe
								is_on_continent = africa
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with a north american power prioritize this
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
	}
}

# Azores
faction_goal_control_azores = {
	name = control_azores_goal_name
	description = control_azores_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = POR
				is_in_faction_with = POR
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 698
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		698 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 698
			}
			add_faction_initiative = 1
		}
		698 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			698 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the transatlantic supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = north_america
								is_on_continent = south_america
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = europe
								is_on_continent = africa
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 2 # If at war with a north american power prioritize this for range
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
	}
}

# Iceland
faction_goal_control_iceland = {
	name = control_iceland_goal_name
	description = control_iceland_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = DEN
				is_in_faction_with = DEN
				original_tag = ICE
				is_in_faction_with = ICE
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 100
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		100 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 100
			}
			add_faction_initiative = 1
		}
		100 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			100 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the transatlantic supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = north_america
								is_on_continent = south_america
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = europe
								is_on_continent = africa
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 2 # If at war with a north american power prioritize this for range
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
	}
}

# Faroe Islands
faction_goal_control_faroe_islands = {
	name = control_faroe_islands_goal_name
	description = control_faroe_islands_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = DEN
				is_in_faction_with = DEN
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 337
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		337 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 337
			}
			add_faction_initiative = 1
		}
		337 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			337 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the transatlantic supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = north_america
								is_on_continent = south_america
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = europe
								is_on_continent = africa
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with a north american power prioritize this
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
	}
}

# Narvik
faction_goal_control_narvik = {
	name = control_narvik_goal_name
	description = control_narvik_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = NOR
				is_in_faction_with = NOR
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 144
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		144 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 144
			}
			add_faction_initiative = 1
		}
		144 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 192
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			144 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with USSR prioritize this
			any_enemy_country = {
				original_tag = SOV
			}
		}
	}
}

# Danish Belts
faction_goal_control_danish_belts = {
	name = control_danish_belts_goal_name
	description = control_danish_belts_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = DEN
				is_in_faction_with = DEN
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 37
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		37 = { is_controlled_by_ROOT_or_ally = yes }
		911 = { is_controlled_by_ROOT_or_ally = yes }
		99 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 37
					controls_state = 911
					controls_state = 99
				}
			}
			add_faction_initiative = 1
		}
		37 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = coastal_bunker
				level = 2
				province = 6287
				instant_build = yes
			}
			add_building_construction = {
				type = coastal_bunker
				level = 2
				province = 3260
				instant_build = yes
			}
		}
		911 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				province = 3325
				instant_build = yes
			}
		}
		99 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = 394
			}
			add_building_construction = {
				type = coastal_bunker
				level = 2
				province = 394
				instant_build = yes
			}
			add_building_construction = {
				type = coastal_bunker
				level = 2
				province = 3277
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			37 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with ENG and capital is on mainland Europe prioritize this
			capital_scope = {
				is_on_continent = europe
			}
			any_enemy_country = {
				original_tag = ENG
			}
		}
		modifier = {
			add = 1 # If GER prioritize this
			is_historical_focus_on = yes
			original_tag = GER
		}
	}
}

# Brittany
faction_goal_control_brittany_bases = {
	name = control_brittany_bases_goal_name
	description = control_brittany_bases_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = FRA
				is_in_faction_with = FRA
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 14
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		14 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 14
			}
			add_faction_initiative = 1
		}
		14 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			14 = {
				controller = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If GER or SOV prioritize this
			is_historical_focus_on = yes
			OR = {
				original_tag = SOV
				original_tag = GER
			}
		}
	}
}

# Gibraltar
faction_goal_control_gibraltar = {
	name = control_gibraltar_goal_name
	description = control_gibraltar_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 118
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		118 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 118
			}
			add_faction_initiative = 1
		}
		118 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 4135
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 1
				province = 4135
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			118 = {
				controller = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If GER or ITA prioritize this
			is_historical_focus_on = yes
			OR = {
				original_tag = ITA
				original_tag = GER
			}
		}
	}
}

# Malta
faction_goal_control_malta = {
	name = control_malta_goal_name
	description = control_malta_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 116
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		116 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 116
			}
			add_faction_initiative = 1
		}
		116 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			116 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the mediterranean supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = middle_east
								is_on_continent = africa
							}
						}
					}
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If GER or ITA prioritize this
			is_historical_focus_on = yes
			OR = {
				original_tag = ITA
				original_tag = GER
			}
		}
	}
}

# Crete
faction_goal_control_crete = {
	name = control_crete_goal_name
	description = control_crete_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = GRE
				is_in_faction_with = GRE
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 182
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		182 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 182
			}
			add_faction_initiative = 1
		}
		182 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			182 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the mediterranean supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = middle_east
								is_on_continent = africa
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If GER or ITA prioritize this
			is_historical_focus_on = yes
			OR = {
				original_tag = ITA
				original_tag = GER
			}
		}
	}
}

# Cyprus
faction_goal_control_cyprus = {
	name = control_cyprus_goal_name
	description = control_cyprus_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
					original_tag = ENG
					is_in_faction_with = ENG
				}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 183
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		183 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 183
			}
			add_faction_initiative = 1
		}
		183 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			182 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the mediterranean supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = middle_east
								is_on_continent = africa
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If TUR prioritize this
			OR = {
				original_tag = TUR
			}
		}
		modifier = {
			add = 1 # If GER or ITA prioritize this
			is_historical_focus_on = yes
			OR = {
				original_tag = ITA
				original_tag = GER
			}
		}
	}
}

# Bosporus
faction_goal_control_bosporus = {
	name = control_bosporus_goal_name
	description = control_bosporus_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = TUR
				is_in_faction_with = TUR
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 797
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		797 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 797
			}
			add_faction_initiative = 1
		}
		797 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 9833
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 1
				province = 9833
				instant_build = yes
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 11829
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 1
				province = 11829
				instant_build = yes
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 1155
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 1
				province = 1155
				instant_build = yes
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 9947
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 1
				province = 9947
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			797 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If major naval power seek to control access
			has_navy_size = {
				size > 20
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with SOV prioritize this
			any_enemy_country = {
				original_tag = SOV
			}
		}
		modifier = {
			add = 1 # If SOV
			original_tag = SOV
		}
	}
}

# Dardanelles
faction_goal_control_dardanelles = {
	name = control_dardanelles_goal_name
	description = control_dardanelles_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = TUR
				is_in_faction_with = TUR
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 340
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		340 = { is_controlled_by_ROOT_or_ally = yes }
		341 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 340
					controls_state = 341
				}
			}
			add_faction_initiative = 1
		}
		340 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 6864
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 1
				province = 6864
				instant_build = yes
			}
		}
		341 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = 849
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 849
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 1
				province = 849
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			340 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If major naval power seek to control access
			has_navy_size = {
				size > 20
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with SOV prioritize this
			any_enemy_country = {
				original_tag = SOV
			}
		}
		modifier = {
			add = 1 # If SOV
			original_tag = SOV
		}
	}
}

# Suez Canal
faction_goal_control_suez_canal = {
	name = control_suez_canal_goal_name
	description = control_suez_canal_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {
		
	}
	visible = {
		FROM = {
				NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
				original_tag = EGY
				is_in_faction_with = EGY
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 446
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		446 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 446
			}
			add_faction_initiative = 1
		}
		446 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = 12049
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 12049
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 1
				province = 12049
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = 4073
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 4073
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 1
				province = 4073
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			446 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 2 # If major naval power seek to control access
			has_navy_size = {
				size > 20
				type = capital_ship
			}
		}
		modifier = {
			add = 10 # If ENG
			original_tag = ENG
		}
	}
}

# Gulf of Aden
faction_goal_control_gulf_of_aden_bases = {
	name = control_gulf_of_aden_bases_goal_name
	description = control_gulf_of_aden_bases_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = RAJ
				is_in_faction_with = RAJ
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 992
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		992 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 992
			}
			add_faction_initiative = 1
		}
		992 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			992 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the suez supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with ENG prioritize this
			is_historical_focus_on = yes
			any_enemy_country = {
				original_tag = ENG
			}
		}
	}
}

# Strait of Hormuz
faction_goal_control_strait_of_hormuz = {
	name = control_strait_of_hormuz_goal_name
	description = control_strait_of_hormuz_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {
		always = yes
	}
	visible = {
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 1013
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		412 = { is_controlled_by_ROOT_or_ally = yes }
		1013 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 412
					controls_state = 1013
				}
			}
			add_faction_initiative = 1
		}
		412 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 7982
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 1
				province = 7982
				instant_build = yes
			}
		}
		1013 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 13369
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 1
				province = 13369
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			1013 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the suez supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = europe
								is_on_continent = asia
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE_OR_ASIA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = middle_east
						}
					}
					name = COLLECTION_FACTION_STATES_IN_MIDDLE_EAST
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with ENG prioritize this
			is_historical_focus_on = yes
			any_enemy_country = {
				original_tag = ENG
			}
		}
	}
}

# Ceylon
faction_goal_control_ceylon = {
	name = control_ceylon_goal_name
	description = control_ceylon_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 422
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		422 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 422
			}
			add_faction_initiative = 1
		}
		422 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			422 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with ENG prioritize this
			is_historical_focus_on = yes
			any_enemy_country = {
				original_tag = ENG
			}
		}
	}
}

# Singapore
faction_goal_control_singapore = {
	name = control_singapore_goal_name
	description = control_singapore_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 1021
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		1021 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 1021
			}
			add_faction_initiative = 1
		}
		1021 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			1021 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with ENG prioritize this
			is_historical_focus_on = yes
			any_enemy_country = {
				original_tag = ENG
			}
		}
	}
}

# Manila
faction_goal_control_manila = {
	name = control_manila_goal_name
	description = control_manila_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = PHI
				is_in_faction_with = PHI
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 327
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		327 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 327
			}
			add_faction_initiative = 1
		}
		327 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 10265
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			327 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with USA prioritize this
			is_historical_focus_on = yes
			any_enemy_country = {
				original_tag = USA
			}
		}
	}
}

# Okinawa
faction_goal_control_okinawa = {
	name = control_okinawa_goal_name
	description = control_okinawa_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = JAP
				is_in_faction_with = JAP
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 526
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		526 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 526
			}
			add_faction_initiative = 1
		}
		526 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			526 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with JAP prioritize this
			any_enemy_country = {
				original_tag = JAP
			}
		}
	}
}

# Iwo Jima
faction_goal_control_iwo_jima = {
	name = control_iwo_jima_goal_name
	description = control_iwo_jima_goal_desc
	category = medium_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = JAP
				is_in_faction_with = JAP
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 645
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		645 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 645
			}
			add_faction_initiative = 1
		}
		645 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			645 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with JAP prioritize this
			any_enemy_country = {
				original_tag = JAP
			}
		}
	}
}

# Caroline Islands
faction_goal_control_caroline_islands = {
	name = control_caroline_islands_goal_name
	description = control_caroline_islands_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = JAP
				is_in_faction_with = JAP
				original_tag = FSM
				is_in_faction_with = FSM
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 684
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		684 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 684
			}
			add_faction_initiative = 1
		}
		684 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = 2489
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			684 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the transpacific supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with a north american power prioritize this
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
		modifier = {
			add = 1 # If at war with JAP prioritize this
			any_enemy_country = {
				original_tag = JAP
			}
		}
	}
}

# Guadalcanal
faction_goal_control_guadalcanal = {
	name = control_guadalcanal_goal_name
	description = control_guadalcanal_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = AST
				is_in_faction_with = AST
				original_tag = SOL
				is_in_faction_with = SOL
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 634
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		634 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 634
			}
			add_faction_initiative = 1
		}
		634 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = 1269
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			634 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the transpacific supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = north_america
								is_on_continent = asia
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA_OR_ASIA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = australia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_AUSTRALIA
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with an oceanian power prioritize this
			NOT = {
				any_controlled_state = {
					is_on_continent = australia
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = australia
				}
			}
		}
	}
}

# Wake Island
faction_goal_control_wake_island = {
	name = control_wake_island_goal_name
	description = control_wake_island_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = USA
				is_in_faction_with = USA
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 632
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		632 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 632
			}
			add_faction_initiative = 1
		}
		632 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			632 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the transpacific supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with a north american power prioritize this
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
		modifier = {
			add = 1 # If at war with USA prioritize this
			any_enemy_country = {
				original_tag = USA
			}
		}
	}
}

# Midway Island
faction_goal_control_midway_island = {
	name = control_midway_island_goal_name
	description = control_midway_island_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = USA
				is_in_faction_with = USA
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 631
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		631 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 631
			}
			add_faction_initiative = 1
		}
		631 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			631 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the transpacific supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with a north american power prioritize this
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
		modifier = {
			add = 1 # If at war with USA prioritize this
			any_enemy_country = {
				original_tag = USA
			}
		}
	}
}

# Hawaii
faction_goal_control_hawaii = {
	name = control_hawaii_goal_name
	description = control_hawaii_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = USA
				is_in_faction_with = USA
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 629
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		629 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 629
			}
			add_faction_initiative = 1
		}
		629 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			629 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the transpacific supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 2 # If major naval power you want it BADLY
			has_navy_size = {
				size > 20
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with a north american power prioritize this
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
		modifier = {
			add = 1 # If at war with USA prioritize this
			any_enemy_country = {
				original_tag = USA
			}
		}
	}
}

# Attu Island
faction_goal_control_attu_island = {
	name = control_attu_island_goal_name
	description = control_attu_island_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {
		
	}
	visible = {
		FROM = {
			NOT = {
				original_tag = USA
				is_in_faction_with = USA
			}
		}
		any_collection_element = {
			collection = {
				 input = game:scope
				 operators = { faction_members controlled_states }
				 name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 650
				value < 2000
			}
		}
	}
	available = {

	}
	completed = {
		650 = { is_controlled_by_ROOT_or_ally = yes }
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		custom_effect_tooltip = TARGET_STATE_CONTROLLERS
		every_faction_member = { 
			visible_when_empty = yes
			limit = {
				controls_state = 650
			}
			add_faction_initiative = 1
		}
		650 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2 # Target of opportunity - already at war anyway
			650 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
		modifier = {
			add = 2 # If convoys being threatened try to secure the transpacific supply lines better
			convoy_threat > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value > 0
			}
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes 
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value > 0
			}
		}
		modifier = {
			add = 1 # If naval power seek to project it by expanding bases
			has_navy_size = {
				size > 5
				type = capital_ship
			}
		}
		modifier = {
			add = 1 # If at war with a north american power prioritize this
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
		modifier = {
			add = 1 # If at war with USA prioritize this
			any_enemy_country = {
				original_tag = USA
			}
		}
		modifier = {
			add = 1 # If JAP prioritize this
			is_historical_focus_on = yes
			original_tag = JAP
		}
	}
}