focus_tree = {
	id = Frontier_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = GFF
		}
	}
	focus = {
		id = GFF_funds
		icon = GFX_goal_generic_improve_relations
		cost = 20.00
		x = 16
		y = 1
			ai_will_do = {
					factor = 80
				}
			completion_reward = {
			add_political_power = -50
			country_event = { id = frontier.1 days = 1}
				}
		}
### Annexation ###
	focus = {
		id = GFF_got_funds
		icon = GFX_focus_generic_self_management
		cost = 2.00
		prerequisite = { focus = GFF_funds }
		available = { has_country_flag = GFF_actual_funds }
		x = 13
		y = 2
			ai_will_do = {
					factor = 80
				}
			completion_reward = {
			add_political_power = 50
				}
		}

focus = {
		id = GFF_roads
		icon = GFX_goal_generic_construct_infrastructure
		cost = 8.00
		ai_will_do = { factor = 80 }
		prerequisite = { focus = GFF_got_funds }
		x = 12
		y = 3
		completion_reward = {
			283 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			282 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			281 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
        }
    }

focus = {
		id = GFF_industry
		icon = GFX_goal_generic_construct_civ_factory
		cost = 8.00
		prerequisite = { focus = GFF_got_funds }
		x = 14
		y = 3
		completion_reward = {
			283 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}
focus = {
		id = GFF_equipment
		icon = GFX_focus_secret_rearmament
		cost = 8.00
		prerequisite = { focus = GFF_industry }
		x = 14
		y = 4
		completion_reward = {
		country_event = { id = frontier.6 days = 1}
		load_oob = "GFF_equipment"
		}
	}

	focus = {
		id = GFF_bounty_hunters
		icon = GFX_focus_generic_little_entente
		cost = 8.00
		prerequisite = { focus = GFF_roads }
		x = 12
		y = 4
    completion_reward = {
        load_oob = "GFF_new_units"
        }
	}
	focus = {
		id = GFF_cannibal_hunt
		icon = GFX_goal_generic_major_war
		cost = 5.00
		prerequisite = { focus = GFF_equipment }
		prerequisite = { focus = GFF_bounty_hunters }
		x = 13
		y = 5
        completion_reward = { remove_ideas = GFF_cannibals
	                          add_political_power = 100 }
	}

	focus = {
		id = GFF_mines
		icon = GFX_goal_generic_construction2
		cost = 8.00
		prerequisite = {
			focus = GFF_cannibal_hunt
		}
		x = 12
		y = 6
			ai_will_do = {
					factor = 80
				}
			completion_reward = {
			add_resource = {
				type = steel
				amount = 12
				state = 281
			}

		}
    }
	focus = {
		id = GFF_arsenal
		icon = GFX_goal_generic_construct_mil_factory
		cost = 8.00
		prerequisite = { focus = GFF_cannibal_hunt }
		x = 14
		y = 6
		completion_reward = {
			283 = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
					}
				}
			}
		}
    focus = {
	id = GFF_hunt_bandits
	icon = GFX_goal_generic_secret_weapon
	cost = 2.00
	prerequisite = { focus = GFF_arsenal }
	prerequisite = { focus = GFF_mines }
	x = 13
	y = 7
    completion_reward = { remove_ideas = GFF_bandits
	                       add_political_power = 50 }
	}
	focus = {
		id = GFF_annexation
		icon = GFX_focus_generic_self_management
		cost = 10.00
		prerequisite = { focus = GFF_hunt_bandits }
		x = 13
		y = 8
	    ai_will_do = { factor = 80 }
			completion_reward = {
			country_event = { id = frontier.5 days = 1}
				}
		}


### Bandits ###
	focus = {
		id = GFF_not_funds
		icon = GFX_focus_generic_strike_at_democracy2
		cost = 2.00
		prerequisite = { focus = GFF_funds }
		available = { has_country_flag = GFF_no_funds }
		x = 19
		y = 2
			ai_will_do = {
					factor = 80
				}
			completion_reward = {
			country_event = { id = frontier.4 days = 1 }
			add_political_power = -50
				}
		}

	focus = {
		id = GFF_takeover
		icon = GFX_focus_generic_strike_at_democracy1
		cost = 7.00
		prerequisite = { focus = GFF_not_funds }
		x = 19
		y = 3
			ai_will_do = {
					factor = 200
				}
		completion_reward = {
			GRF = { end_puppet = GFF }
			country_event = { id = frontier.7 days = 1 }
			remove_ideas = { GFF_bandits }
		    add_ideas = { GFF_bandits_win }
		create_field_marshal = {
	        name = "Virgil"
	        portrait_path = "gfx/leaders/GFF/Virgil.tga"
	        traits = { defensive_doctrine }
	        skill = 2
			id = 24602
            }
        create_corps_commander = {
	     name = "Eurus Foresthill"
	     picture = "Eurus Foresthill.tga"
	     traits = { trait_mountaineer }
	     skill = 2
        }
	}
}
	focus = {
		id = GFF_bandit_troops
		icon = GFX_focus_generic_little_entente
		cost = 2.00
		prerequisite = { focus = GFF_takeover }
		x = 17
		y = 4
		ai_will_do = {
					factor = 100
				}
        completion_reward = {
        load_oob = "GFF_bandits"
        }
	}
	focus = {
		id = GFF_bandit_guns
		icon = GFX_focus_secret_rearmament
		cost = 2.00
		prerequisite = { focus = GFF_bandit_troops }
		x = 17
		y = 5
		ai_will_do = {
					factor = 100
				}
        completion_reward = {
        load_oob = "GFF_bandit_equipment"
        }
	}
	focus = {
		id = GFF_bandit_arsenal
		icon = GFX_goal_generic_construct_mil_factory
		cost = 8.00
		prerequisite = { focus = GFF_bandit_guns }
		x = 17
		y = 6
		ai_will_do = {
					factor = 100
				}
		completion_reward = {
			283 = {
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
					}
				}
			}
		}
    focus = {
		id = GFF_cannibal_negotiation
		icon = GFX_goal_generic_dangerous_deal
		cost = 8.00
		prerequisite = { focus = GFF_takeover }
		x = 19
		y = 4
		ai_will_do = {
					factor = 100
				}
        completion_reward = { remove_ideas = GFF_cannibals
		                      add_ideas = GFF_cannibal_friends
	                          add_political_power = -25
							  load_oob = "GFF_cannibals"
		create_corps_commander = {
	     name = "Telete Softclaw"
	     picture = "Telete Softclaw.tga"
	     traits = { trickster }
	     skill = 1
		 id = 24603
        }   }
	}

	focus = {
		id = GFF_steel_production
		icon = GFX_goal_generic_construction2
		cost = 5.00
		ai_will_do = { factor = 80 }
		prerequisite = {
			focus =  GFF_cannibal_negotiation }
		x = 19
		y = 5
	    completion_reward = {
				add_resource = {
				type = steel
				amount = 8
				state = 282
			}
		}
	}
	focus = {
		id = GFF_v_roads
		icon = GFX_goal_generic_construct_civilian
		cost = 8
		ai_will_do = { factor = 80 }
		prerequisite = {
			focus = GFF_steel_production
		}
		x = 19
		y = 6
		completion_reward = {
			281 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			282 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			283 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = GFF_commie_alliance
		icon = GFX_goal_generic_war_with_comintern
		cost = 8.00
		prerequisite = { focus = GFF_takeover }
		x = 21
		y = 4
		ai_will_do = {
					factor = 100
				}
        completion_reward = { remove_ideas = GFF_commies
		                      add_ideas = GFF_commie_friends
							  load_oob = "GFF_communists"
                              add_popularity = { ideology = communism popularity = 0.05 }
        create_field_marshal = {
	        name = "Heinrich Redtaill"
	        portrait_path = "gfx/leaders/GFF/Heinrich.tga"
	        traits = { inspirational_leader }
	        skill = 3
			id = 24604
            }							  }
	}
	focus = {
		id = GFF_commie_volunteers
		icon = GFX_focus_generic_join_comintern
		cost = 8.00
		prerequisite = { focus = GFF_commie_alliance }
		x = 21
		y = 5
		ai_will_do = {
					factor = 100
				}
        completion_reward = { add_manpower = 15000
		add_popularity = { ideology = communism popularity = 0.05 } }
	}
	focus = {
		id = GFF_smugglers
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = GFF_commie_volunteers }
		x = 21
		y = 6
		cost = 8.00
		ai_will_do = { factor = 80 }
		completion_reward = {
			277 = {	add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
			}
        }
    }
	### Victory ###
focus = {
		id = GFF_victory
		icon = GFX_focus_generic_strike_at_democracy2
		x = 19
		y = 7
		cost = 2
		prerequisite = { focus = GFF_v_roads }
        prerequisite = { focus = GFF_bandit_arsenal }
        prerequisite = { focus = GFF_smugglers }
		available = {
			has_war = no
		}
		ai_will_do = {
			factor = 100
		}

		cancel_if_invalid = yes

		completion_reward = {
			add_political_power = 150
		}
	}
focus = {
		id = GFF_steel
		icon = GFX_goal_generic_production2
		cost = 8.00
		ai_will_do = { factor = 80 }
		prerequisite = {
			focus =  GFF_victory }
		x = 18
		y = 8
	    completion_reward = {
				add_resource = {
				type = steel
				amount = 8
				state = 282
			}
		}
	}
focus = {
		id = GFF_industry_tech
		icon = GFX_goal_generic_production
		prerequisite = { focus = GFF_steel }
		x = 18
		y = 9
		cost = 8

		ai_will_do = {
			factor = 80
		}

		completion_reward = {
			add_tech_bonus = {
				name = industry_bonus
				bonus = 0.5
				uses = 2
				category = industry
			}
		}
	}
focus = {
		id = GFF_industry_2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = GFF_industry_tech }
		x = 18
		y = 10
		cost = 8.00
		ai_will_do = { factor = 80 }
		completion_reward = {
			281 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
        }
    }
focus = {
		id = GFF_crytals
		icon = GFX_goal_generic_construction2
		cost = 8.00
		ai_will_do = { factor = 80 }
		prerequisite = {
			focus =  GFF_victory }
		x = 20
		y = 8
	    completion_reward = {
				add_resource = {
				type = crystals
				amount = 16
				state = 278
			}
		}
	}
focus = {
		id = GFF_magic_weapons
		icon = GFX_goal_generic_small_arms
		x = 20
		y = 9
		cost = 8
		prerequisite = { focus = GFF_crytals }
		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 1
				technology = magical_weapons
				technology = magical_weapons1
				technology = magical_weapons2
				technology = magical_weapons3
			}
		}
	}
focus = {
		id = GFF_arsenal_2
		icon = GFX_goal_generic_construct_mil_factory
		cost = 8.00
		prerequisite = { focus = GFF_magic_weapons }
		x = 20
		y = 10
		ai_will_do = {
					factor = 100
				}
		completion_reward = {
			277 = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
					}
				}
			}
		}
### Broken Hearts and Asshats ###
focus = {
		id = GFF_issues
		icon = GFX_goal_GRF_troubles_begin
		x = 19
		y = 11
		cost = 10.00
		prerequisite = { focus = GFF_industry_2 }
		prerequisite = { focus = GFF_arsenal_2 }
		available = { always = no }
		bypass = {
			OR = { has_country_flag = GFF_virgil_rules has_country_flag = GFF_redtail_rules }
		}

		ai_will_do = {
			factor = 0
		}
		completion_reward = {
			#custom_effect_tooltip = unlock_focuses
		}
	}
focus = {
		id = GFF_virgil_power
		icon = GFX_goal_generic_CAS
		x = 16
		y = 12
		cost = 5.00
		prerequisite = { focus = GFF_issues }
		available = { has_country_flag = GFF_virgil_rules }
		mutually_exclusive = { focus = GFF_red_takover }

		ai_will_do = {
			factor = 0
		}
		completion_reward = {
			add_political_power = 50
		}
	}
focus = {
		id = GFF_cannibal_money
		icon = GFX_goal_generic_improve_relations
		x = 13
		y = 13
		cost = 5.00
		prerequisite = { focus = GFF_virgil_power }
		mutually_exclusive = { focus = GFF_cannibal_war }

		ai_will_do = {
			factor = 100
		}
		completion_reward = {
			swap_ideas = { remove_idea = GFF_cannibal_friends
			               add_idea = GFF_business_cannibals }
		}
	}
focus = {
		id = GFF_cannibal_industry
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10.00
		prerequisite = { focus = GFF_cannibal_money }
		x = 13
		y = 14
		ai_will_do = {
					factor = 100
				}
		completion_reward = {
			281 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			281 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			283 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
focus = {
		id = GFF_cannibal_war
		icon = GFX_goal_generic_dangerous_deal
		x = 11
		y = 13
		cost = 5.00
		prerequisite = { focus = GFF_virgil_power }
		mutually_exclusive = { focus = GFF_cannibal_money }

		ai_will_do = {
			factor = 100
		}
		completion_reward = {
			swap_ideas = { remove_idea = GFF_cannibal_friends
			               add_idea = GFF_war_cannibals }
		}
	}
focus = {
		id = GFF_cannibal_war_industrial
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10.00
		prerequisite = { focus = GFF_cannibal_war }
		x = 11
		y = 14
		ai_will_do = {
					factor = 100
				}
		completion_reward = {
			277 = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
					}
				}
			281 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = GFF_forts
		icon = GFX_goal_generic_fortify_city
		x = 12
		y = 16
		cost = 10
		prerequisite = { focus = GFF_cannibal_war_industrial focus = GFF_cannibal_industry }
		ai_will_do = {
			factor = 100
		}

		completion_reward = {
			283 = {
			add_building_construction = {
				type = bunker
				level = 2
				province = 6073
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 2
				province = 160
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 2
				province = 11174
				instant_build = yes
				}
		    add_building_construction = {
				type = bunker
				level = 2
				province = 6269
				instant_build = yes
		    }
		281 = {
			add_building_construction = {
				type = bunker
				level = 2
				province = 9181
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 2
				province = 3030
				instant_build = yes
			}
		    add_building_construction = {
				type = bunker
				level = 2
				province = 214
				instant_build = yes
			}
			add_building_construction = {
				type = bunker
				level = 2
				province = 11217
				instant_build = yes
			}
		}
		278 = {
			add_building_construction = {
				type = bunker
				level = 2
				province = 350
				instant_build = yes
			}
        add_building_construction = {
				type = bunker
				level = 2
				province = 9100
				instant_build = yes
			}
        }
    }
    }
	}
focus = {
    id = GFF_greater_virgillia
    icon = GFX_goal_support_fascism
    cost = 10.00
    ai_will_do = { factor = 80 }
	prerequisite = {
      focus = GFF_forts focus = GFF_new_economy
    }
    x = 14
    y = 17
    completion_reward = {
	GFF = {
            add_state_core = 286
			add_state_core = 271
			add_state_core = 285
			add_state_core = 284
			add_state_core = 266
			add_state_core = 325
			add_state_core = 265
			add_state_core = 272
			add_state_core = 280
			add_state_core = 276
			add_state_core = 347
			add_state_core = 340
			add_state_core = 342
			add_state_core = 341
        }
    }
}
focus = {
	id = GFF_expansion
	icon = GFX_goal_generic_territory_or_war
	x = 13
	y = 18
	cost = 10
	prerequisite = { focus = GFF_greater_virgillia }
	ai_will_do = {
		factor = 80
	}
	completion_reward = {
		add_ideas = GFF_expansionism
	}
}
focus = {
	id = GFF_virgillia_research
	icon = GFX_goal_generic_scientific_exchange
	x = 15
	y = 18
	cost = 10
	prerequisite = { focus = GFF_greater_virgillia }
	ai_will_do = {
		factor = 80
	}
	completion_reward = {
		add_research_slot = 1
	}
}
focus = {
		id = GFF_new_economy
		icon = GFX_goal_generic_intelligence_exchange
		x = 16
		y = 16
		cost = 10.00
		prerequisite = { focus = GFF_virgilian_research }
		prerequisite = { focus = GFF_kill_redtail }
		ai_will_do = {
			factor = 100
		}
		completion_reward = {
            swap_ideas = { remove_idea = GFF_economic
			               add_idea = GFF_criminal_economy }
		}
	}
focus = {
		id = GFF_virgilian_railroads
		icon = GFX_goal_generic_construct_infrastructure
		cost = 10
		ai_will_do = { factor = 80 }
		prerequisite = {
			focus = GFF_virgil_power
		}
		x = 15
		y = 13
		completion_reward = {
			277 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			278 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			281 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			282 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			283 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
        }
    }
focus = {
		id = GFF_virgilian_industry
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10.00
		prerequisite = { focus = GFF_virgilian_railroads }
		x = 15
		y = 14
		ai_will_do = {
					factor = 100
				}
		completion_reward = {
			277 = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
					}
				}
			281 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			281 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			283 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
focus = {
	id = GFF_virgilian_research
	icon = GFX_goal_generic_scientific_exchange
	x = 15
	y = 15
	cost = 10
	prerequisite = { focus = GFF_virgilian_industry }
	ai_will_do = {
		factor = 80
	}
	completion_reward = {
		add_research_slot = 1
	}
}
focus = {
		id = GFF_virgilian_army
		icon = GFX_focus_generic_little_entente
		x = 17
		y = 13
		cost = 8.00
		prerequisite = { focus = GFF_virgil_power }

		ai_will_do = {
			factor = 100
		}
		completion_reward = {
		army_experience = 25
		swap_ideas = { remove_idea = GFF_bandits_win
			             add_idea = GFF_bandit_army
		}
	}
}
focus = {
		id = GFF_virgilian_resources
		icon = GFX_goal_generic_production2
		x = 17
		y = 14
		cost = 8.00
		prerequisite = { focus = GFF_virgilian_army }

		ai_will_do = {
			factor = 100
		}
		completion_reward = {
		add_resource = {
				type = crystals
				amount = 12
				state = 278
			}
		add_resource = {
				type = steel
				amount = 8
				state = 281
			}
		add_resource = {
				type = tungsten
				amount = 8
				state = 277
			}
		add_resource = {
				type = steel
				amount = 8
				state = 282
			}
		add_resource = {
				type = crystals
				amount = 12
				state = 283
			}
		}
    }
focus = {
		id = GFF_kill_redtail
		icon = GFX_goal_anti_comintern_pact
		x = 17
		y = 15
		cost = 8.00
		prerequisite = { focus = GFF_virgilian_resources }

		ai_will_do = {
			factor = 100
		}
		completion_reward = {
		remove_ideas = GFF_commies
		add_national_unity = 0.10
		add_popularity = { ideology = fascism popularity = 0.10 }
		}
	}

### WGSR ###
focus = {
		id = GFF_red_takover
		icon = GFX_goal_generic_war_with_comintern
		x = 22
		y = 12
		cost = 5.00
		prerequisite = { focus = GFF_issues }
		available = { has_country_flag = GFF_redtail_rules  }
		mutually_exclusive = { focus = GFF_virgil_power }

		ai_will_do = {
			factor = 100
		}
		completion_reward = {
			add_political_power = 50
		}
	}
focus = {
		id = GFF_join_union
		icon = GFX_focus_generic_soviet_politics
		x = 29
		y = 13
		cost = 5.00
		prerequisite = { focus = GFF_red_takover }
		available = { GRF = { has_government = communism }  }

		ai_will_do = {
			factor = 300
		}
		completion_reward = {
			GRF = { country_event = { id = griffons.29 days = 30 } }
		}
	}
focus = {
		id = GFF_leap
		icon = GFX_goal_GRF_commies_win
		x = 26
		y = 13
		cost = 5.00
		prerequisite = { focus = GFF_red_takover }
		available = { date > 1009.10.21 }
		ai_will_do = {
			factor = 100
		}
		completion_reward = {
			add_political_power = -50
			add_ideas = GFF_war_economy
		GFF = {
            add_state_claim = 271
			add_state_claim = 335
			add_state_claim = 336
			add_state_claim = 337
			add_state_claim = 58
			add_state_claim = 238
			add_state_claim = 338
			add_state_claim = 222
			add_state_claim = 239
			add_state_claim = 242
			add_state_claim = 245
			add_state_claim = 243
			add_state_claim = 279
			add_state_claim = 286
			add_state_claim = 244
			add_state_claim = 287
			add_state_claim = 288
        }
		}
	}
focus = {
		id = GFF_rations
		icon = GFX_focus_generic_concessions
		x = 25
		y = 14
		cost = 10.00
		prerequisite = { focus = GFF_leap }
		ai_will_do = {
			factor = 100
		}
		completion_reward = {
			add_ideas = GFF_preperations
		}
	}
focus = {
		id = GFF_militias
		icon = GFX_focus_generic_little_entente
		x = 27
		y = 14
		cost = 10.00
		prerequisite = { focus = GFF_leap }
		ai_will_do = {
			factor = 100
		}
		completion_reward = {
			load_oob = "GFF_revolutionaries"
		}
	}
focus = {
		id = GFF_industrial_2
		icon = GFX_goal_generic_soviet_construction
		cost = 10.00
		prerequisite = { focus = GFF_militias }
		prerequisite = { focus = GFF_rations }
		x = 26
		y = 15
		ai_will_do = {
					factor = 100
				}
		completion_reward = {
			277 = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
					}
				}
			281 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			283 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
focus = {
		id = GFF_railroads
		icon = GFX_goal_generic_construct_infrastructure
		cost = 10
		ai_will_do = { factor = 80 }
		prerequisite = {
			focus = GFF_industrial_2
		}
		x = 26
		y = 16
		completion_reward = {
			277 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			278 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			281 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			282 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			283 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}


	    }
    }
focus = {
		id = GFF_economy
		icon = GFX_goal_generic_trade
		x = 22
		y = 16
		cost = 8.00
		prerequisite = { focus = GFF_industrial }
		prerequisite = { focus = GFF_kill_virgil }
		ai_will_do = {
			factor = 100
		}
		completion_reward = {
            remove_ideas = GFF_economic
		}
	}
focus = {
		id = GFF_kill_cannibals
		icon = GFX_goal_generic_attack_allies
		x = 21
		y = 13
		cost = 8.00
		prerequisite = { focus = GFF_red_takover }

		ai_will_do = {
			factor = 100
		}
		completion_reward = {
		remove_ideas = GFF_cannibals
		add_popularity = { ideology = communism popularity = 0.025 }
		add_national_unity = 0.10
		}
	}
focus = {
		id = GFF_research
		icon = GFX_focus_generic_socialist_science
		x = 21
		y = 14
		cost = 8.00
		prerequisite = { focus = GFF_kill_cannibals }

		ai_will_do = {
			factor = 100
		}
		completion_reward = {
		add_research_slot = 1
		add_ideas = GFF_education
		}
	}
focus = {
		id = GFF_industrial
		icon = GFX_goal_generic_soviet_construction
		cost = 8.00
		prerequisite = { focus = GFF_research }
		x = 21
		y = 15
		ai_will_do = {
					factor = 100
				}
		completion_reward = {
			277 = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
					}
				}
			281 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			281 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			283 = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = GFF_commine_manpower
		icon = GFX_focus_generic_join_comintern
		cost = 8.00
		prerequisite = { focus = GFF_red_takover }
		x = 23
		y = 13
		ai_will_do = {
					factor = 100
				}
        completion_reward = { add_manpower = 25000
		add_ideas = GFF_training
		add_popularity = { ideology = communism popularity = 0.05 } }
	}

focus = {
		id = GFF_red_guard_form
		icon = GFX_focus_YUG_pan_slavic_congress
		x = 23
		y = 14
		cost = 8.00
		prerequisite = { focus = GFF_commine_manpower }

		ai_will_do = {
			factor = 100
		}
		completion_reward = {
		swap_ideas = { remove_idea = GFF_commie_friends
			           add_idea = GFF_red_guard
		}
	}
}
focus = {
		id = GFF_kill_virgil
		icon = GFX_goal_generic_attack_allies
		x = 23
		y = 15
		cost = 10.00
		prerequisite = { focus = GFF_red_guard_form }

		ai_will_do = {
			factor = 100
		}
		completion_reward = {
		add_popularity = { ideology = communism popularity = 0.075 }
		remove_ideas = GFF_bandits
		add_national_unity = 0.10
		}
	}
focus = {
		id = GFF_go_east
		icon = GFX_goal_GRF_commies_win
		will_lead_to_war_with = GRF
		x = 24
		y = 17
		cost = 5.00
		prerequisite = { focus = GFF_railroads }
		prerequisite = { focus = GFF_economy }
		ai_will_do = {
			factor = 100
		}
		completion_reward = {
			create_wargoal = { type = annex_everything target = GRF }
		}
	}
focus = {
    id = GFF_GRF_cores
    icon = GFX_focus_generic_soviet_politics
    cost = 10.00
    ai_will_do = { factor = 80 }
	prerequisite = {
      focus = GFF_go_east
    }
	available = {
			GRF = { exists = no }
			owns_state = 243
		}
    x = 23
    y = 18
    completion_reward = {
	GFF = {
            add_state_core = 271
			add_state_core = 335
			add_state_core = 336
			add_state_core = 337
			add_state_core = 58
			add_state_core = 238
			add_state_core = 338
			add_state_core = 222
			add_state_core = 239
			add_state_core = 242
			add_state_core = 245
			add_state_core = 243
			add_state_core = 279
			add_state_core = 286
			add_state_core = 244
			add_state_core = 287
			add_state_core = 288
        }
    set_capital = 243
    }
}
focus = {
		id = GFF_rebuild
		icon = GFX_goal_generic_war_with_comintern
		prerequisite = { focus = GFF_GRF_cores }
		x = 22
		y = 19
		cost = 12.00
		ai_will_do = { factor = 80 }
		completion_reward = {
			288 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
			243 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
			239 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
			243 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
        }
    }
focus = {
		id = GFF_purge
		icon = GFX_goal_tfv_burn_the_royal_portraits
		x = 24
		y = 19
		cost = 10.00
		prerequisite = { focus = GFF_GRF_cores }

		ai_will_do = {
			factor = 80
		}
		completion_reward = {
		add_popularity = { ideology = communism popularity = 0.15 }
		add_timed_idea = { idea = GFF_purged days = 210 }
		add_national_unity = 0.10
		add_manpower = -5000
		}
	}
focus = {
		id = GFF_communist_research
		icon = GFX_focus_generic_socialist_science
		x = 23
		y = 20
		cost = 10.00
		prerequisite = { focus = GFF_purge }
		prerequisite = { focus = GFF_rebuild }

		ai_will_do = {
			factor = 100
		}
		completion_reward = {
		add_research_slot = 1
		}
	}
focus = {
		id = GFF_world_revolution
		icon = GFX_goal_support_fourth_int
		x = 23
		y = 21
		cost = 10.00
		prerequisite = { focus = GFF_communist_research }

		ai_will_do = {
			factor = 100
		}
		completion_reward = {
		add_ideas = GRF_literally_trotsky
		}
	}
focus = {
		id = GFF_join_STG
		icon = GFX_goal_generic_major_alliance
		cost = 10.00
		ai_will_do = { factor = 80 }
		available = {
			STG = {	is_faction_leader = yes	}
		}
		bypass = { GFF = { is_in_faction_with = STG } }
		prerequisite = {
			focus = GFF_go_east
		}
		x = 25
		y = 18
		completion_reward = {
			STG = {country_event = { id = frontier.11 } }
		}
	}

### Airforce ###
		focus = {
		id = GFF_air_base
		icon = GFX_goal_generic_build_airforce
		cost = 5.00
		prerequisite = { focus = GFF_takeover }
		x = 25
		y = 4

	   ai_will_do = { factor = 50 }
		completion_reward = {
		    air_experience = 10
			277 = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
					}
				}
			}
		}
	focus = {
		id = GFF_air_support
		icon = GFX_goal_generic_air_fighter
		cost = 8.00
		prerequisite = {
			focus = GFF_air_base
		}
		mutually_exclusive = {
			focus = GFF_air_supremecy
		}
		x = 24
		y = 5
		completion_reward = {
			add_tech_bonus = {
				name = air_support
				bonus = 0.5
				uses = 2
				category = battlefield_support_tree
			add_equipment_to_stockpile = { type = CAS_equipment_1 amount = 50 producer = GRF }
			}
		}
	}
	focus = {
		id = GFF_cas
		icon = GFX_goal_generic_CAS
		cost = 10.00
		prerequisite = {
			focus = GFF_air_support
		}
		x = 24
		y = 6
		completion_reward = {
			add_tech_bonus = {
				name = cas_effort
				bonus = 0.5
				uses = 2
				category = cas_bomber
			}
		}
	}
	focus = {
		id = GFF_tatical_b
		icon = GFX_goal_generic_occupy_start_war
		cost = 10.00
		prerequisite = {
			focus = GFF_cas
		}
		x = 24
		y = 7
		completion_reward = {
			add_tech_bonus = {
				name = tactical_bombers
				bonus = 0.5
				uses = 1
				category = tactical_bomber
			}
		}
	}
	focus = {
		id = GFF_air_supremecy
		icon = GFX_goal_generic_air_fighter2
		cost = 8.00
		prerequisite = {
			focus = GFF_air_base
		}
		mutually_exclusive = {
			focus = GFF_air_support
		}
		x = 26
		y = 5
		completion_reward = {
			add_tech_bonus = {
				name = air_supremecy
				bonus = 0.5
				uses = 2
				category = strategic_destruction_tree
			add_equipment_to_stockpile = { type = fighter_equipment_0 amount = 50 producer = GRF }
			}
		}
	}
	focus = {
		id = GFF_fighters
		icon = GFX_goal_generic_air_fighter
		cost = 10.00
		prerequisite = {
			focus = GFF_air_supremecy
		}
		x = 26
		y = 6
		completion_reward = {
			add_tech_bonus = {
				name = fighters
				bonus = 0.5
				uses = 2
				category = light_fighter
			}
		}
	}
	focus = {
		id = GFF_strategic_b
		icon = GFX_goal_generic_air_bomber
		cost = 10.00
		prerequisite = {
			focus = GFF_fighters
		}
		x = 26
		y = 7
		completion_reward = {
			add_tech_bonus = {
				name = strategic_bombers
				bonus = 0.5
				uses = 1
				category = cat_strategic_bomber
			}
		}
	}
focus = {
	id = GFF_research_a
	icon = GFX_goal_generic_scientific_exchange
	x = 28
	y = 8
	cost = 10
	prerequisite = { focus = GFF_strategic_b focus = GFF_tatical_b }
	prerequisite = { focus = GFF_officers }
	ai_will_do = {
		factor = 80
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Army ###
focus = {
		id = GFF_army
		icon = GFX_focus_generic_military_mission
		cost = 5.00
		prerequisite = { focus = GFF_not_funds }
		x = 31
		y = 3
			ai_will_do = {
					factor = 80
				}
			completion_reward = {
			army_experience = 25
				}
		}
focus = {
	id = GFF_officers
	icon = GFX_focus_generic_self_management
	x = 31
	y = 7
	cost = 8
	prerequisite = { focus = GFF_magic focus = GFF_support }
	prerequisite = { focus = GFF_army_doct_3 }
	ai_will_do = {
		factor = 80
	}
	completion_reward = {
		add_ideas = GFF_officer
	}
}
focus = {
	id = GFF_arty
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {focus = GFF_army }
	x = 33
	y = 4
	cost = 10
	ai_will_do = {
		factor = 80
	}
	completion_reward = {
		add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 1
				category = artillery
		}
	}
}
focus = {
		id = GFF_magic
		icon = GFX_focus_secret_rearmament
		x = 33
		y = 5
		cost = 10
		prerequisite = { focus = GFF_arty }
		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 1
				technology = magical_weapons
				technology = magical_weapons1
				technology = magical_weapons2
				technology = magical_weapons3
			}
		}
	}
focus = {
	id = GFF_guns
	icon = GFX_goal_generic_small_arms
	prerequisite = {focus = GFF_army }
	x = 29
	y = 4
	cost = 10
	ai_will_do = {
		factor = 80
	}
	completion_reward = {
		add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.25
				uses = 2
				category = infantry_weapons
		}
	}
}

focus = {
		id = GFF_support
		icon = GFX_goal_generic_build_tank
		cost = 10.00
		prerequisite = {
			focus = GFF_guns
		}
		x = 29
		y = 5
		ai_will_do = {
		factor = 80
	    }
		completion_reward = {
			add_tech_bonus = {
				name = infantry_bonus
				bonus = 0.25
				uses = 2
				category = support_tech
			}
		}
	}
focus = {
	id = GFF_army_doct
	icon = GFX_goal_generic_position_armies
	prerequisite = {focus = GFF_army }
	x = 31
	y = 4
	cost = 10
	ai_will_do = {
		factor = 80
	}
	completion_reward = {
		add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 1
				category = land_doctrine
		}
	}
}
focus = {
	id = GFF_army_doct_2
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {focus = GFF_army_doct }
	x = 31
	y = 5
	cost = 10
	ai_will_do = {
		factor = 80
	}
	completion_reward = {
		add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 2
				category = land_doctrine
		}
	}
}
focus = {
	id = GFF_army_doct_3
	icon = GFX_focus_generic_little_entente
	prerequisite = {focus = GFF_army_doct_2 }
	x = 31
	y = 6
	cost = 10
	ai_will_do = {
		factor = 80
	}
	completion_reward = {
		add_ideas = GFF_winter_attrition
	}
}
### Navy ###
focus = {
		id = GFF_navy
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 38
		y = 3
		cost = 10
        prerequisite = { focus = GFF_not_funds }

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

		complete_tooltip = {
			navy_experience = 25
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}

		completion_reward = {
			navy_experience = 25
			if = {
				limit = {
					NOT = {
						any_owned_state = {
							dockyard > 0
							free_building_slots = {
								building = dockyard
								size > 2
								include_locked = yes
							}
						}
					}
					any_owned_state = {
						is_coastal = yes
					}
				}
				random_owned_controlled_state = {
					limit = {
						is_coastal = yes
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = dockyard
						level = 3
						instant_build = yes
					}
				}
				set_country_flag = naval_effort_built
			}
			if = {
				limit = {
					NOT = { has_country_flag = naval_effort_built }
					any_owned_state = {
						dockyard > 0
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						dockyard > 0
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = dockyard
						level = 3
						instant_build = yes
					}
				}
				set_country_flag = naval_effort_built
			}
			if = {
				limit = {
					NOT = { has_country_flag = naval_effort_built }
					NOT = {
						any_owned_state = {
							free_building_slots = {
								building = dockyard
								size > 2
								include_locked = yes
							}
						}
					}
				}
				random_state = {
					limit = {
						controller = { tag = ROOT }
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = dockyard
						level = 3
						instant_build = yes
					}
				}
			}
		}
	}
	focus = {
		id = GFF_b_navy
		icon = GFX_goal_generic_navy_doctrines_tactics
		cost = 10.00
		prerequisite = { focus = GFF_destroyers focus = GFF_new_ships }
		x = 38
		y = 8
		completion_reward = {
			navy_experience = 25
			if = {
				limit = {
					NOT = {
						any_owned_state = {
							dockyard > 0
							free_building_slots = {
								building = dockyard
								size > 2
								include_locked = yes
							}
						}
					}
					any_owned_state = {
						is_coastal = yes
					}
				}
				random_owned_controlled_state = {
					limit = {
						is_coastal = yes
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = dockyard
						level = 3
						instant_build = yes
					}
				}
				set_country_flag = naval_effort_built
			}
			if = {
				limit = {
					NOT = { has_country_flag = naval_effort_built }
					any_owned_state = {
						dockyard > 0
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						dockyard > 0
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = dockyard
						level = 3
						instant_build = yes
					}
				}
				set_country_flag = naval_effort_built
			}
			if = {
				limit = {
					NOT = { has_country_flag = naval_effort_built }
					NOT = {
						any_owned_state = {
							free_building_slots = {
								building = dockyard
								size > 2
								include_locked = yes
							}
						}
					}
				}
				random_state = {
					limit = {
						controller = { tag = ROOT }
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = dockyard
						level = 3
						instant_build = yes
					}
				}
			}
		}
}
focus = {
		id = GFF_flexible_navy
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = GFF_navy }
		mutually_exclusive = {
			focus = GFF_battleships
		}
		x = 37
		y = 4
		cost = 10.00
        ai_will_do = {
					factor = 40
					modifier = {
						factor = 0
						has_tech = fleet_in_being
					}
				}
		completion_reward = {
			add_tech_bonus = {
				name = navdoctrine_bonus
				bonus = 0.5
				uses = 3
				category = cat_trade_interdiction
			}
		}
	}
focus = {
		id = GFF_battleships
		icon = GFX_goal_generic_navy_battleship
		cost = 10.00
		ai_will_do = {
			factor = 20
			modifier = {
				factor = 0
				has_tech = trade_interdiction
			}
		}
		prerequisite = {
			focus = GFF_navy
		}
		mutually_exclusive = {
			focus = GFF_flexible_navy
		}
		x = 39
		y = 4
		completion_reward = {
			add_tech_bonus = {
				name = navy_bonus
				bonus = 0.5
				uses = 1
				category = bb_tech
			}
			add_tech_bonus = {
				name = naval_doctrine_bonus
				bonus = 0.5
				uses = 2
				category = cat_fleet_in_being
			}
		}
	}
focus = {
		id = GFF_submarines
		icon = GFX_goal_generic_navy_submarine
		cost = 10.00
		prerequisite = { focus = GFF_flexible_navy }
		prerequisite = { focus = GFF_escorts }
		x = 37
		y = 6
		completion_reward = {
			add_tech_bonus = {
				name = navy_bonus
				bonus = 0.5
				uses = 2
				category = ss_tech
			}
		}
	}
focus = {
		id = GFF_destroyers
		icon = GFX_goal_generic_navy_anti_submarine
		prerequisite = { focus = GFF_submarines }
		x = 37
		y = 7
		cost = 10.00
		ai_will_do = {
			factor = 80
		}
		completion_reward = {
			add_tech_bonus = {
				name = dd_bonus
				bonus = 0.5
				uses = 2
				technology = early_destroyer
				technology = basic_destroyer
				technology = improved_destroyer
				technology = advanced_destroyer
			}
		}
	}
focus = {
		id = GFF_escorts
		icon = GFX_goal_generic_occupy_states_coastal
		cost = 10.00
		prerequisite = {
			focus = GFF_battleships focus = GFF_flexible_navy
		}
		x = 38
		y = 5
		completion_reward = {
			add_tech_bonus = {
				name = navy_bonus
				bonus = 0.5
				uses = 2
				category = dd_tech
				category = cl_tech
			}
		}
	}
focus = {
		id = GFF_cruisers
		icon = GFX_goal_generic_navy_cruiser
		cost = 10.00
		prerequisite = {
			focus = GFF_battleships
		}
		prerequisite = {
			focus = GFF_escorts
		}
		x = 39
		y = 6
		completion_reward = {
			add_tech_bonus = {
				name = navy_bonus
				bonus = 0.5
				uses = 1
				category = ca_tech
				category = bc_tech
			}
		}
	}
focus = {
		id = GFF_new_ships
		icon = GFX_goal_generic_navy_battleship
		cost = 10.00
		prerequisite = {
			focus = GFF_cruisers
		}
		x = 39
		y = 7
		completion_reward = {
			add_tech_bonus = {
				name = navy_bonus
				bonus = 0.5
				uses = 1
				category = bb_tech
			}
			add_tech_bonus = {
				name = naval_doctrine_bonus
				bonus = 0.5
				uses = 1
				category = cat_fleet_in_being
			}
		}
	}
}
