#Generic FT, Victorian Era
#Takes around ### years to complete, making most countries complete it in ###
focus_tree = {
	id = generic_vic_ft
	#continuous_focus_position = {x = 600 y = 1000 }
	country = {
		factor = 1
		
		modifier = {
			add = 0
			
		}
		
		modifier = {
			add = 0
		}
		
		modifier = {
			add = 0
		}
	}
	
	default = yes
	
	focus = {
		id = generic_focus_industry
		icon = GFX_goal_generic_build_tank
		x = 4
		y = 0
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			add_tech_bonus = { bonus = 0.5 uses = 1 category = process_engineering_tech }
		}
	}
	
	focus = {
		id = generic_focus_mechanical_engineering
		icon = GFX_Focus_industrial_revolution
		x = 2
		y = 1
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_industry }
		
		completion_reward = {
			add_tech_bonus = { bonus = 0.5 uses = 1 category = mechanical_engineering_tech }
		}
	}
	
	focus = {
		id = generic_focus_electronics_devices
		icon = GFX_goal_generic_consumer_goods
		x = 0
		y = 1
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_industry }
		
		completion_reward = {
			add_tech_bonus = { bonus = 0.5 uses = 1 category = electronics_devices_tech }
		}
	}
	
	focus = {
		id = generic_focus_expand_research_facilities
		icon = GFX_focus_research2
		x = 1
		y = 2
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_mechanical_engineering focus = generic_focus_electronics_devices }
		
		completion_reward = {
			add_tech_bonus = { bonus = 0.75 uses = 1 category = biochemistry_tech }
		}
	}
	
	focus = {
		id = generic_focus_build_civ_factory
		icon = GFX_goal_generic_construct_civ_factory
		x = 4
		y = 1
		cost = 250
		available_if_capitulated = no
		ai_will_do = {
			factor = 0.25
		}
		available = {  OR = { has_idea = industrializing has_idea = industrialized } }
		prerequisite = { focus = generic_focus_industry }
		bypass = {
			any_owned_state = {
				AND = {
					has_state_category = enclave
					is_capital = yes
				}
			}
		}
		
		completion_reward = {
			if = {
				limit = {
					is_ai = no
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = industrial_complex
							size > 0
							include_locked = yes
						}
						OR = {
							is_in_home_area = yes
							NOT = {
								owner = {
									any_owned_state = {
										free_building_slots = {
											building = industrial_complex
											size > 0
											include_locked = yes
										}
										is_in_home_area = yes
									}
								}
							}
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
			else = {
				custom_effect_tooltip = generic_show_effect_if_not_ai
				effect_tooltip = {
					random_owned_controlled_state = {
						limit = {
							free_building_slots = {
								building = industrial_complex
								size > 0
								include_locked = yes
							}
							OR = {
								is_in_home_area = yes
								NOT = {
									owner = {
										any_owned_state = {
											free_building_slots = {
												building = industrial_complex
												size > 0
												include_locked = yes
											}
											is_in_home_area = yes
										}
									}
								}
							}
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = industrial_complex
							level = 1
							instant_build = yes
						}
					}
				}
			}
		}
	}
	
	focus = {
		id = generic_focus_build_mil_factory
		icon = GFX_goal_generic_construct_mil_factory
		x = 4
		y = 2
		cost = 250
		available_if_capitulated = no
		ai_will_do = {
			factor = 0.25
		}
		prerequisite = { focus = generic_focus_build_civ_factory }
		bypass = {
			any_owned_state = {
				AND = {
					has_state_category = enclave
					is_capital = yes
				}
			}
		}
		
		completion_reward = {
			if = {
				limit = {
					is_ai = no
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = arms_factory
							size > 0
							include_locked = yes
						}
						OR = {
							is_in_home_area = yes
							NOT = {
								owner = {
									any_owned_state = {
										free_building_slots = {
											building = arms_factory
											size > 0
											include_locked = yes
										}
										is_in_home_area = yes
									}
								}
							}
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
			else = {
				custom_effect_tooltip = generic_show_effect_if_not_ai
				effect_tooltip = {
					random_owned_controlled_state = {
						limit = {
							free_building_slots = {
								building = arms_factory
								size > 0
								include_locked = yes
							}
							OR = {
								is_in_home_area = yes
								NOT = {
									owner = {
										any_owned_state = {
											free_building_slots = {
												building = arms_factory
												size > 0
												include_locked = yes
											}
											is_in_home_area = yes
										}
									}
								}
							}
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = arms_factory
							level = 1
							instant_build = yes
						}
					}
				}
			}
		}
	}
	
	focus = {
		id = generic_focus_military_research
		icon = GFX_focus_research
		x = 3
		y = 3
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_build_mil_factory }
		prerequisite = { focus = generic_focus_expand_research_facilities }
		
		completion_reward = {
			add_tech_bonus = { bonus = 0.75 uses = 1 category = infantry_weapons }
		}
	}
	
	focus = {
		id = generic_focus_aviation_research
		icon = GFX_goal_generic_air_fighter2
		x = 2
		y = 4
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_military_research }
		
		completion_reward = {
			add_tech_bonus = { bonus = 0.75 uses = 1 category = aviation_tech }
		}
	}
	
	focus = {
		id = generic_focus_naval_research
		icon = GFX_goal_generic_amphibious_assault
		x = 4
		y = 4
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_military_research }
		
		completion_reward = {
			add_tech_bonus = { bonus = 0.75 uses = 1 category = naval_equipment }
		}
	}
	
	focus = {
		id = generic_focus_new_roads
		icon = GFX_goal_generic_construction2
		x = 6
		y = 0
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		bypass = {
			any_owned_state = {
				AND = {
					has_state_category = enclave
					is_capital = yes
				}
			}
		}
		
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	
	focus = {
		id = generic_focus_new_roads_2
		icon = GFX_goal_generic_construct_infrastructure
		x = 6
		y = 1
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_new_roads }
		bypass = {
			any_owned_state = {
				AND = {
					has_state_category = enclave
					is_capital = yes
				}
			}
		}
		
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	
	focus = {
		id = generic_focus_new_roads_3
		icon = GFX_goal_generic_construct_infrastructure
		x = 6
		y = 2
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_new_roads_2 }
		bypass = {
			any_owned_state = {
				AND = {
					has_state_category = enclave
					is_capital = yes
				}
			}
		}
		
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 0
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	
	focus = {
		id = generic_focus_cotton_farms
		icon = GFX_goal_anschluss
		x = 6
		y = 4
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_new_roads_3 focus = generic_focus_build_mil_factory }
		bypass = {
			any_owned_state = {
				AND = {
					has_state_category = enclave
					is_capital = yes
				}
			}
		}
		
		completion_reward = {
			if = {
				limit = {
					is_ai = no
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = cotton_farm
							size > 0
							include_locked = yes
						}
						OR = {
							is_in_home_area = yes
							NOT = {
								owner = {
									any_owned_state = {
										free_building_slots = {
											building = cotton_farm
											size > 0
											include_locked = yes
										}
										is_in_home_area = yes
									}
								}
							}
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = cotton_farm
						level = 1
						instant_build = yes
					}
				}
			}
			else = {
				custom_effect_tooltip = generic_show_effect_if_not_ai
				effect_tooltip = {
					random_owned_controlled_state = {
						limit = {
							free_building_slots = {
								building = cotton_farm
								size > 0
								include_locked = yes
							}
							OR = {
								is_in_home_area = yes
								NOT = {
									owner = {
										any_owned_state = {
											free_building_slots = {
												building = cotton_farm
												size > 0
												include_locked = yes
											}
											is_in_home_area = yes
										}
									}
								}
							}
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = cotton_farm
							level = 1
							instant_build = yes
						}
					}
				}
			}
		}
	}
	
	focus = {
		id = generic_focus_coal_mine
		icon = GFX_goal_generic_construction
		x = 5
		y = 5
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_cotton_farms }
		bypass = {
			any_owned_state = {
				AND = {
					has_state_category = enclave
					is_capital = yes
				}
			}
		}
		available = {
			has_tech = refining
		}
		
		completion_reward = {
			if = {
				limit = {
					is_ai = no
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = coal_mine
							size > 0
							include_locked = yes
						}
						OR = {
							is_in_home_area = yes
							NOT = {
								owner = {
									any_owned_state = {
										free_building_slots = {
											building = coal_mine
											size > 0
											include_locked = yes
										}
										is_in_home_area = yes
									}
								}
							}
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = coal_mine
						level = 1
						instant_build = yes
					}
				}
			}
			else = {
				custom_effect_tooltip = generic_show_effect_if_not_ai
				effect_tooltip = {
					random_owned_controlled_state = {
						limit = {
							free_building_slots = {
								building = coal_mine
								size > 0
								include_locked = yes
							}
							OR = {
								is_in_home_area = yes
								NOT = {
									owner = {
										any_owned_state = {
											free_building_slots = {
												building = coal_mine
												size > 0
												include_locked = yes
											}
											is_in_home_area = yes
										}
									}
								}
							}
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = coal_mine
							level = 1
							instant_build = yes
						}
					}
				}
			}
		}
	}
	
	focus = {
		id = generic_focus_locate_iron_deposits
		icon = GFX_focus_generic_steel
		x = 5
		y = 6
		cost = 90
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_coal_mine }
		bypass = {
			any_owned_state = {
				AND = {
					has_state_category = enclave
					is_capital = yes
				}
			}
		}
		
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					is_in_home_area = yes
				}
				add_resource = {
					type = iron
					amount = 2
				}
			}
		}
	}
	
	focus = {
		id = generic_focus_logging_camp
		icon = GFX_goal_generic_construct_civilian
		x = 7
		y = 5
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_cotton_farms }
		bypass = {
			any_owned_state = {
				AND = {
					has_state_category = enclave
					is_capital = yes
				}
			}
		}
		
		completion_reward = {
			if = {
				limit = {
					is_ai = no
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = logging_camp
							size > 0
							include_locked = yes
						}
						OR = {
							is_in_home_area = yes
							NOT = {
								owner = {
									any_owned_state = {
										free_building_slots = {
											building = logging_camp
											size > 0
											include_locked = yes
										}
										is_in_home_area = yes
									}
								}
							}
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = logging_camp
						level = 1
						instant_build = yes
					}
				}
			}
			else = {
				custom_effect_tooltip = generic_show_effect_if_not_ai
				effect_tooltip = {
					random_owned_controlled_state = {
						limit = {
							free_building_slots = {
								building = logging_camp
								size > 0
								include_locked = yes
							}
							OR = {
								is_in_home_area = yes
								NOT = {
									owner = {
										any_owned_state = {
											free_building_slots = {
												building = logging_camp
												size > 0
												include_locked = yes
											}
											is_in_home_area = yes
										}
									}
								}
							}
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = logging_camp
							level = 1
							instant_build = yes
						}
					}
				}
			}
		}
	}
	
	focus = {
		id = generic_focus_manage_national_forests
		icon = GFX_focus_generic_treaty
		x = 7
		y = 6
		cost = 90
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_logging_camp }
		bypass = {
			any_owned_state = {
				AND = {
					has_state_category = enclave
					is_capital = yes
				}
			}
		}
		
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					is_in_home_area = yes
				}
				add_resource = {
					type = wood
					amount = 4
				}
			}
		}
	}
	
	focus = {
		id = generic_focus_nationalize_resources
		icon = GFX_goal_generic_construction2
		x = 6
		y = 7
		cost = 100
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_manage_national_forests }
		prerequisite = { focus = generic_focus_locate_iron_deposits }
		bypass = {
			any_owned_state = {
				AND = {
					has_state_category = enclave
					is_capital = yes
				}
			}
		}
		
		completion_reward = {
			add_timed_idea = { idea = eoanb_idea_generic_focus_resources_nationalized days = 3650 }
		}
	}
	
	focus = {
		id = generic_focus_improve_army
		icon = GFX_goal_generic_allies_build_infantry
		x = 9
		y = 0
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			army_experience = 10
		}
	}
	
	focus = {
		id = generic_focus_doctrines_1
		icon = GFX_goal_generic_army_doctrines
		x = 8
		y = 1
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_improve_army }
		
		completion_reward = {
			add_doctrine_cost_reduction = { cost_reduction = 0.75 uses = 1 category = land_doctrine }
		}
	}
	
	focus = {
		id = generic_focus_doctrines_2
		icon = GFX_goal_generic_army_doctrines
		x = 8
		y = 2
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_doctrines_1 }
		
		completion_reward = {
			add_doctrine_cost_reduction = { cost_reduction = 0.75 uses = 1 category = land_doctrine }
		}
	}
	
	focus = {
		id = generic_focus_new_weapons
		icon = GFX_goal_generic_army_artillery
		x = 10
		y = 1
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_improve_army }
		
		completion_reward = {
			add_tech_bonus = { bonus = 0.5 uses = 1 category = infantry_weapons }
		}
	}
	
	focus = {
		id = generic_focus_intel_staff
		icon = GFX_goal_generic_cavalry
		x = 10
		y = 2
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_new_weapons }
		
		completion_reward = {
			add_timed_idea = { idea = eoanb_idea_generic_focus_intel days = 3650 }
		}
	}
	
	focus = {
		id = generic_focus_better_staff
		icon = GFX_goal_generic_alliance
		x = 9
		y = 3
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_intel_staff focus = generic_focus_doctrines_2 }
		
		completion_reward = {
			add_timed_idea = { idea = eoanb_idea_generic_focus_staff days = 3650 }
		}
	}
	
	focus = {
		id = generic_focus_support_corps
		icon = GFX_goal_generic_national_unity
		x = 9
		y = 5
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_better_staff }
		
		completion_reward = {
			add_tech_bonus = { bonus = 0.3 uses = 1 category = artillery }
			add_tech_bonus = { bonus = 0.3 uses = 1 category = support_tech }
		}
	}
	
	focus = {
		id = generic_focus_cavalry_tech
		icon = GFX_goal_generic_cavalry
		x = 9
		y = 6
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_support_corps }
		
		completion_reward = {
			add_tech_bonus = { bonus = 0.5 uses = 1 category = tech_category_cavalry }
		}
	}
	
	focus = {
		id = generic_focus_navy
		icon = GFX_goal_generic_navy_battleship
		x = 13
		y = 0
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		available = {
			any_owned_state = { is_coastal = yes }
		}
		
		completion_reward = {
			navy_experience = 25
		}
	}
	
	focus = {
		id = generic_focus_naval_dockyards
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 12
		y = 1
		cost = 250
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		available = {
			any_owned_state = { is_coastal = yes }
		}
		prerequisite = { focus = generic_focus_navy }
		bypass = {
			any_owned_state = {
				AND = {
					has_state_category = enclave
					is_capital = yes
				}
			}
		}
		
		completion_reward = {
			if = {
				limit = {
					is_ai = no
				}
				random_owned_controlled_state = {
					limit = {
						is_coastal = yes
						free_building_slots = { 
							building = dockyard
							size > 0 
							include_locked = yes 
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = dockyard
						level = 1
						instant_build = yes
					}
				}
			}
			else = {
				custom_effect_tooltip = generic_show_effect_if_not_ai
				effect_tooltip = {
					random_owned_controlled_state = {
						limit = {
							is_coastal = yes
							free_building_slots = { 
								building = dockyard
								size > 0 
								include_locked = yes 
							}
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = dockyard
							level = 1
							instant_build = yes
						}
					}
				}
			}
		}
	}
	
	focus = {
		id = generic_focus_naval_innovation
		icon = GFX_goal_generic_navy_doctrines_tactics
		x = 14
		y = 1
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_navy }
		
		completion_reward = {
			add_tech_bonus = { bonus = 0.3 uses = 2 category = naval_equipment }
		}
	}
	
	focus = {
		id = generic_focus_fleet_infrastructure
		icon = GFX_goal_generic_navy_cruiser
		x = 14
		y = 2
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_naval_innovation }
		
		completion_reward = {
			add_timed_idea = { idea = eoanb_idea_generic_focus_fleet_infra days = 3650 }
		}
	}
	
	focus = {
		id = generic_focus_naval_dockyards_2
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 12
		y = 2
		cost = 250
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		available = {
			any_owned_state = { is_coastal = yes }
		}
		prerequisite = { focus = generic_focus_naval_dockyards }
		bypass = {
			any_owned_state = {
				AND = {
					has_state_category = enclave
					is_capital = yes
				}
			}
		}
		
		completion_reward = {
			if = {
				limit = {
					is_ai = no
				}
				random_owned_controlled_state = {
					limit = {
						is_coastal = yes
						free_building_slots = { 
							building = dockyard
							size > 0 
							include_locked = yes 
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = dockyard
						level = 1
						instant_build = yes
					}
				}
			}
			else = {
				custom_effect_tooltip = generic_show_effect_if_not_ai
				effect_tooltip = {
					random_owned_controlled_state = {
						limit = {
							is_coastal = yes
							free_building_slots = { 
								building = dockyard
								size > 0 
								include_locked = yes 
							}
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = dockyard
							level = 1
							instant_build = yes
						}
					}
				}
			}
		}
	}
	
	focus = {
		id = generic_focus_victorian_air_corps
		icon = GFX_goal_generic_build_airforce
		x = 11
		y = 4
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		available = {
			has_tech = balloon_designs
		}
		prerequisite = { focus = generic_focus_naval_dockyards_2 focus = generic_focus_fleet_infrastructure }
		prerequisite = { focus = generic_focus_better_staff }
		
		completion_reward = {
			air_experience = 25
		}
	}
	
	focus = {
		id = generic_focus_aviation_projects
		icon = GFX_goal_generic_construction
		x = 11
		y = 5
		cost = 125
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_victorian_air_corps }
		
		completion_reward = {
			add_tech_bonus = { bonus = 0.5 uses = 1 category = aviation_tech }
		}
	}
	
	focus = {
		id = generic_focus_victorian_industrial_society
		icon = GFX_focus_focus_generic_industry_1
		x = 11
		y = 9
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_limited_constitution }
		prerequisite = { focus = generic_focus_nationalize_resources }
		available = {
			has_tech = tech_humanities_industrial_society
		}
		
		completion_reward = {
			add_stability = 0.02
			add_tech_bonus = { bonus = 0.25 uses = 1 category = humanities_tech }
			load_focus_tree = generic_mac_ft
		}
	}
	
	focus = {
		id = generic_focus_strengthen_government
		icon = GFX_Focus_Government_Reform_Administration
		x = 17
		y = 0
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		
		completion_reward = {
			add_political_power = 100
		}
	}
	
	focus = {
		id = generic_focus_internal_stabilization
		icon = GFX_Focus_Law_Vote_1
		x = 16
		y = 1
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_strengthen_government }
		
		completion_reward = {
			add_political_power = -25
			add_stability = 0.05
		}
	}
	
	focus = {
		id = generic_focus_war_rhetoric
		icon = GFX_Focus_Partisans_Popularize
		x = 18
		y = 1
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_strengthen_government }
		
		completion_reward = {
			add_political_power = -25
			add_war_support = 0.05
		}
	}
	
	focus = {
		id = generic_focus_defend_ideology
		icon = GFX_focus_generic_self_management
		x = 17
		y = 2
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_war_rhetoric focus = generic_focus_internal_stabilization }
		
		completion_reward = {
			add_timed_idea = { idea = eoanb_idea_generic_focus_ideology days = 1000 }
		}
	}
	
	focus = {
		id = generic_focus_decide_future_gov
		icon = GFX_Focus_Vote_Election
		x = 17
		y = 3
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_defend_ideology }
		
		completion_reward = {
			country_event = { id = generic.1 days = 1 }
		}
	}
	
	focus = {
		id = generic_focus_gov_centralized
		icon = GFX_Focus_Elite
		x = 15
		y = 4
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_decide_future_gov }
		available = {
			always = no
		}
		mutually_exclusive = {  focus = generic_focus_gov_decentralized }
		
		completion_reward = {
			#
		}
	}
	
	focus = {
		id = generic_focus_centralized_administration
		icon = GFX_focus_generic_treaty
		x = 14
		y = 5
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_gov_centralized }
		
		completion_reward = {
			add_political_power = 150
		}
	}
	
	focus = {
		id = generic_focus_centralized_economic_management
		icon = GFX_Focus_Economy_Increase_Wages
		x = 14
		y = 6
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_centralized_administration }
		
		completion_reward = {
			add_stability = 0.02
			add_political_power = 20
		}
	}
	
	focus = {
		id = generic_focus_centralized_army
		icon = GFX_Focus_Army_Reforms
		x = 16
		y = 5
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_gov_centralized }
		
		completion_reward = {
			army_experience = 20
		}
	}
	
	focus = {
		id = generic_focus_high_command_reform
		icon = GFX_focus_generic_military_academy
		x = 16
		y = 6
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_centralized_army }
		
		completion_reward = {
			add_war_support = 0.05
			army_experience = 5
		}
	}
	
	focus = {
		id = generic_focus_stabilized_centralization
		icon = GFX_focus_generic_diplomatic_treaty
		x = 15
		y = 7
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_high_command_reform focus = generic_focus_centralized_economic_management }
		
		completion_reward = {
			add_stability = 0.05
		}
	}
	
	focus = {
		id = generic_focus_gov_decentralized
		icon = GFX_Focus_Government_Decentralized
		x = 19
		y = 4
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_decide_future_gov }
		available = {
			always = no
		}
		mutually_exclusive = {  focus = generic_focus_gov_centralized }
		
		completion_reward = {
			#
		}
	}
	
	focus = {
		id = generic_focus_decentralized_autonomy
		icon = GFX_Focus_Map_Gerrymandering
		x = 18
		y = 5
		cost = 120
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_gov_decentralized }
		
		completion_reward = {
			add_political_power = 200
			add_war_support = 0.02
		}
	}
	
	focus = {
		id = generic_focus_spread_military
		icon = GFX_focus_generic_military_mission
		x = 20
		y = 5
		cost = 120
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_gov_decentralized }
		
		completion_reward = {
			army_experience = 50
		}
	}
	
	focus = {
		id = generic_focus_decentralized_government
		icon = GFX_Focus_Ideology_Support_Liberalism
		x = 19
		y = 7
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_decentralized_autonomy }
		prerequisite = { focus = generic_focus_spread_military }
		
		completion_reward = {
			add_political_power = 20
			add_stability = 0.02
			add_war_support = 0.02
		}
	}
	
	focus = {
		id = generic_focus_limited_constitution
		icon = GFX_Focus_Freedom_Press_newspapers
		x = 17
		y = 8
		cost = 75
		available_if_capitulated = no
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = generic_focus_decentralized_government focus = generic_focus_stabilized_centralization }
		#available = {
		#	has_idea = no_constitution
		#}
		#bypass = {
		#	NOT = {
		#		has_idea = no_constitution
		#	}
		#}
		
		completion_reward = {
			#swap_ideas = { add_idea = limited_constitution remove_idea = no_constitution }
		}
	}
	
}