focus_tree = {
	id = LunarEmpire
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = NLR
		}
	}
	default = no
	continuous_focus_position = { x = 290 y = 2500 }
###Internal Politics###
	focus = {
		id = NLR_volunteers
		icon = GFX_focus_generic_little_entente
		cost = 5
		x = 9
		y = 0
		ai_will_do = { factor = 50 }
		bypass = {
			has_global_flag = equestrian_civil_war_ended
		}
		completion_reward = {
			country_event = { id = lunas.9 days = 2 }
		}

	}
	focus = {
		id = NLR_conscription
		icon = GFX_goal_generic_small_arms
		cost = 6.00
		prerequisite = {
			focus = NLR_volunteers
		}
		x = 6
		y = 1
		ai_will_do = { factor = 150 }
		completion_reward = {
		    add_political_power = -50
			add_ideas = NLR_mass_consription
		}
	}

	focus = {
		id = NLR_military_police
		icon = GFX_goal_generic_military_deal
		cost = 6.00
		prerequisite = {
			focus = NLR_conscription
		}
		x = 6
		y = 2
		ai_will_do = { factor = 150 }
		completion_reward = {
			add_ideas = NLR_military_police
		}
	}
	focus = {
		id = NLR_faster_training
		icon = GFX_focus_secret_rearmament
		cost = 6.00
		prerequisite = {
			focus = NLR_military_police
		}
		x = 7
		y = 3
		ai_will_do = { factor = 150 }
		completion_reward = {
			add_ideas = NLR_more_training
		}
	}

	focus = {
		id = NLR_iron_hoof
		icon = GFX_goal_continuous_suppression
		cost = 5.00
		prerequisite = {
			focus = NLR_volunteers
		}
		x = 12
		y = 1
		ai_will_do = { factor = 250 }
		completion_reward = {
		    add_political_power = -50
			swap_ideas = { remove_idea = NLR_fragile_rule add_idea = NLR_celestial_resistance }
		}
	}
	focus = {
		id = NLR_crackdwon
		icon = GFX_goal_generic_demand_territory
		cost = 7.00
		prerequisite = {
			focus = NLR_iron_hoof
		}
		x = 12
		y = 2
		ai_will_do = { factor = 250 }
		completion_reward = {
		    add_political_power = 150
		}
	}
	focus = {
		id = NLR_plan_speck
		icon = GFX_goal_generic_CAS
		cost = 2.00
		available = {
			has_country_flag = NLR_plan_spec
		}

		prerequisite = {
			focus = NLR_faster_training
		}
		prerequisite = {
			focus = NLR_volunteers_2
		}
		bypass = {
			has_global_flag = equestrian_civil_war_ended
			has_country_flag = NLR_plan_spec
		}
		mutually_exclusive = {
			focus = NLR_plan_midnight
		}
		x = 8
		y = 4
		ai_will_do = { factor = 150 }
		completion_reward = {
		}
	}
	focus = {
		id = NLR_plan_midnight
		icon = GFX_goal_generic_CAS
		cost = 2.00
		available = {
			has_country_flag = NLR_plan_midn
		}
		bypass = {
			has_global_flag = equestrian_civil_war_ended
			has_country_flag = NLR_plan_midn
		}
		prerequisite = {
			focus = NLR_crush_resistance
		}
		prerequisite = {
			focus = NLR_volunteers_2
		}
		mutually_exclusive = {
			focus = NLR_plan_speck
		}
		x = 10
		y = 4
		ai_will_do = { factor = 150 }
		completion_reward = {
		}
	}

	focus = {
		id = NLR_support_NMS
		icon = GFX_focus_NZL_bob_semple_tank
		cost = 5
		prerequisite = {
			focus = NLR_volunteers
		}
		x = 9
		y = 1
		bypass = {
			NOT = { country_exists = NMS }
		}
		completion_reward = {
			country_event = { id = lunas.10 days = 2 }
		}
	}
	focus = {
		id = NLR_volunteers_2
		icon = GFX_focus_generic_little_entente
		cost = 5
		x = 9
		y = 2
		prerequisite = {
			focus = NLR_support_NMS
		}
		ai_will_do = { factor = 50 }
		bypass = {
			has_global_flag = equestrian_civil_war_ended
		}
		completion_reward = {
		load_oob = "NLR_CW_volunteers2"
		}

	}
	focus = {
		id = NLR_crush_resistance
		icon = GFX_focus_generic_strike_at_democracy1
		cost = 6.00
		prerequisite = {
			focus = NLR_crackdwon
		}
		ai_will_do = {
			factor = 140
		}
		x = 11
		y = 3
		completion_reward = {
			remove_ideas = NLR_celestial_resistance
		}
	}
	focus = {
		id = NLR_capital
		icon = GFX_goal_continuous_def_against_influence
		cost = 5.00
		prerequisite = {
			focus = NLR_civil_war_end
		}
		available = {
			has_global_flag = equestrian_civil_war_ended
		}
		x = 7
		y = 6
		completion_reward = {
			country_event = {
				days = 2 id = lunas.11
			}
		}
	}
	focus = {
		id = NLR_hide_elements
		icon = GFX_focus_generic_self_management
		cost = 10.00
		prerequisite = {
			focus = NLR_civil_war_end
		}
		available = {
			has_global_flag = equestrian_civil_war_ended
		}
		x = 11
		y = 6
		completion_reward = {
		    add_political_power = 50
			add_ideas = NLR_elements_hidden
			}
		}
	focus = {
		id = NLR_totalitarian_state
		icon = GFX_goal_nightmare_moon
		cost = 10.00
		prerequisite = {
			focus = NLR_trials
		}
		prerequisite = {
			focus = NLR_capital
		}
		prerequisite = {
			focus = NLR_hide_elements
		}
		available = { has_country_flag = NLR_trials_over }
		x = 9
		y = 7
		completion_reward = {
			add_ideas = lunar_rule
			remove_ideas = NLR_fractured_society
			custom_effect_tooltip = luna_cores
			hidden_effect = {
					every_state = {
		                limit = {
		                    is_core_of = EQS
		                }
		                add_core_of = NLR
		            	}
		           }
		}
	}
	focus = {
		id = NLR_civil_war_end
		icon = GFX_goal_nlr
		cost = 2.00
		prerequisite = {
			focus = NLR_plan_speck focus = NLR_plan_midnight
		}
		x = 9
		y = 5
		ai_will_do = { factor = 200 }
		available = {
			has_global_flag = equestrian_civil_war_ended
		}
		completion_reward = {
		    remove_ideas = NLR_mass_consription
			remove_ideas = eqs_civil_war
			remove_ideas = NLR_military_police
			add_ideas = NLR_fractured_society
			set_global_flag = nlr_civil_war_victory
		}
	}
	focus = {
		id = NLR_trials
		icon = GFX_focus_generic_strike_at_democracy1
		cost = 3.00
		prerequisite = {
			focus = NLR_civil_war_end
		}
		available = {
			has_global_flag = equestrian_civil_war_ended
		}
		x = 9
		y = 6
		completion_reward = {
			country_event = {
				days = 4 id = lunas.19
			}
		}
	}
###Industry###
	focus = {
		id = NLR_civil_war_economy
		icon = GFX_focus_secret_rearmament
		cost = 5.00
		x = 30
		y = 0
		ai_will_do = { factor = 160 }
		bypass = {
			has_global_flag = equestrian_civil_war_ended
		}
		completion_reward = {
			add_ideas = NLR_fight_to_death
		}
	}
	focus = {
		id = NLR_factories
		icon = GFX_goal_generic_construct_mil_factory
		cost = 8.00
		prerequisite = {
			focus = NLR_civil_war_economy
		}
		x = 27
		y = 1
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size > 0
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = arms_factory
										size > 0
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = NLR_factories_2
		icon = GFX_goal_generic_construct_mil_factory
		cost = 9.00
		prerequisite = {
			focus = NLR_factories
		}
		x = 27
		y = 2
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size > 0
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = arms_factory
										size > 0
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = NLR_engineer
		icon = GFX_goal_generic_construct_civilian
		cost = 9.00
		prerequisite = { focus = NLR_factories_2 }
		x = 28
		y = 3
		completion_reward = { add_ideas = NLR_engineers }
	}

		focus = {
		id = NLR_factories_3
		icon = GFX_goal_generic_construct_mil_factory
		cost = 8.00
		prerequisite = {
			focus = NLR_engineer
		}
		x = 28
		y = 4
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size > 0
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = arms_factory
										size > 0
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = NLR_military_academy
		icon = GFX_goal_tfv_generic_tech_sharing
		cost = 10.00
		prerequisite = {
			focus = NLR_factories_3
		}
		x = 29
		y = 5
		completion_reward = {
			add_research_slot = 1
		}
	}

	focus = {
		id = NLR_steel_mills
		icon = GFX_goal_generic_construction2
		cost = 5.00
		ai_will_do = { factor = 80 }
		prerequisite = {
			focus = NLR_civil_war_economy }
		x = 29
		y = 1
	    completion_reward = {
				add_resource = {
				type = steel
				amount = 28
				state = 12
			}
		}
	}
	focus = {
		id = NLR_mines
		icon = GFX_goal_generic_production2
		cost = 5.00
		ai_will_do = { factor = 80 }
		prerequisite = {
			focus = NLR_civil_war_economy }
		x = 31
		y = 1
	    completion_reward = {
				add_resource = {
				type = aluminium
				amount = 16
				state = 228
			}
				add_resource = {
				type = tungsten
				amount = 16
				state = 228
			}
		}
	}
	focus = {
		id = NLR_oil
		icon = GFX_goal_generic_oil_refinery
		cost = 5.00
		ai_will_do = { factor = 80 }
		prerequisite = { focus = NLR_steel_mills }
		prerequisite = { focus = NLR_mines }
		x = 30
		y = 2
	    completion_reward = {
						add_resource = {
				type = oil
				amount = 16
				state = 187
			}
						add_resource = {
				type = rubber
				amount = 8
				state = 187
			}
		}
	}
	focus = {
		id = NLR_mining
		icon = GFX_goal_generic_construction2
		cost = 8.00
		ai_will_do = { factor = 80 }
		prerequisite = { focus = NLR_oil }
		x = 30
		y = 3
	    completion_reward = { add_ideas = NLR_gathering }
    }

	focus = {
		id = NLR_civil_factory
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = NLR_civil_war_economy }
		x = 33
		y = 1
		cost = 8.00
		ai_will_do = { factor = 80 }
		completion_reward = {
			random_owned_state = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		    random_owned_state = {	add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
					}
		        }
            }
        }
	focus = {
		id = NLR_civil_factory_2
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = NLR_civil_factory }
		x = 33
		y = 2
		cost = 8.00
		ai_will_do = { factor = 80 }
		completion_reward = {
			random_owned_state = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		    random_owned_state = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
					}
		        }
            }
        }

	focus = {
		id = NLR_rationing
		icon = GFX_goal_generic_consumer_goods
		cost = 5.00
		prerequisite = { focus = NLR_civil_factory_2 }
		x = 32
		y = 3
		completion_reward = { add_political_power = -50
		                      add_ideas = NLR_rations }
	}

	focus = {
		id = NLR_civil_factory_3
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = { focus = NLR_rationing }
		x = 32
		y = 4
		cost = 8.00
		ai_will_do = { factor = 80 }
		completion_reward = {
			random_owned_state = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		    random_owned_state = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
					}
		        }
            }
        }

	focus = {
		id = NLR_all_or_nothing
		icon = GFX_goal_generic_positive_trade_relations
		cost = 10.00
		prerequisite = { focus = NLR_civil_factory_3 }
		x = 31
		y = 5
		completion_reward = { add_ideas = NLR_everything }
	}
###Rebuilding the Country###
	focus = {
		id = NLR_rebuilding
		icon = GFX_goal_generic_positive_trade_relations
		cost = 8.00
		available = { has_global_flag = equestrian_civil_war_ended }
		prerequisite = { focus = NLR_all_or_nothing }
		prerequisite = { focus = NLR_military_academy }
		x = 30
		y = 6
		completion_reward = { add_ideas = NLR_reconstruction
		                      remove_ideas = NLR_everything
                              remove_ideas = NLR_rations
							  }
	}
focus = {
		id = NLR_p_labour
		icon = GFX_focus_generic_the_giant_wakes
		cost = 10.00
		prerequisite = { focus = NLR_rebuilding }
		mutually_exclusive = { focus = NLR_f_labour }
		x = 29
		y = 7
		completion_reward = {
		                      swap_ideas = { remove_idea = NLR_reconstruction
                              add_idea = NLR_paid_labour }
							  }
	}
focus = {
		id = NLR_f_labour
		icon = GFX_goal_generic_secret_weapon
		cost = 10.00
		prerequisite = { focus = NLR_rebuilding }
		mutually_exclusive = { focus = NLR_p_labour }
		x = 31
		y = 7
		completion_reward =  {
		                      swap_ideas = { remove_idea = NLR_reconstruction
                              add_idea = NLR_forced_labour }
							  }
	}
focus = {
		id = NLR_industry_tech
		icon = GFX_goal_generic_production
		x = 30
		y = 8
		cost = 10
		prerequisite = { focus = NLR_f_labour focus = NLR_p_labour }
		ai_will_do = {
			factor = 80
		}

		completion_reward = {
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.5
				uses = 2
				category = industry
			}
		}
	}
focus = {
		id = NLR_end_rebuilding
		icon = GFX_goal_generic_positive_trade_relations
		x = 30
		y = 12
		cost = 10
		prerequisite = { focus = NLR_industry_tech }
		prerequisite = { focus = NLR_arms_mc }
		prerequisite = { focus = NLR_arms_cv }
		prerequisite = { focus = NLR_arms_ct }
		prerequisite = { focus = NLR_arms_cl }
		ai_will_do = {
			factor = 80
		}

		completion_reward = {
		    remove_ideas = NLR_forced_labour
			remove_ideas = NLR_paid_labour
		    remove_ideas = NLR_reconstruction
			add_timed_idea = { idea = NLR_p_economy days = 730 }
			}
		}
focus = {
		id = NLR_mc_road
		available = { owns_state = 75 }
		icon = GFX_goal_generic_construct_civilian
		cost = 10
		ai_will_do = { factor = 80 }
		prerequisite = {
			focus = NLR_rebuilding
		}
		x = 33
		y = 7
		completion_reward = {
			75 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			110 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			12 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		    185 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			109 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			65 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
            1 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}

	    }
    }
	focus = {
		id = NLR_arms_mc
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10.00
		prerequisite = {
			focus = NLR_mc_road
		}
		x = 33
		y = 8
		completion_reward = {
			75 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
focus = {
		id = NLR_cl_road
		available = { owns_state = 66 }
		icon = GFX_goal_generic_construct_civilian
		cost = 10
		ai_will_do = { factor = 80 }
		prerequisite = {
			focus = NLR_rebuilding
		}
		x = 27
		y = 7
		completion_reward = {
			66 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			119 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			99 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		    97 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			2 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			68 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
	    }
    }
	focus = {
		id = NLR_arms_cl
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10.00
		prerequisite = {
			focus = NLR_cl_road
		}
		x = 27
		y = 8
		completion_reward = {
			66 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
focus = {
		id = NLR_ct_road
		available = { owns_state = 16 }
		icon = GFX_goal_generic_construct_civilian
		cost = 10
		ai_will_do = { factor = 80 }
		prerequisite = {
			focus = NLR_rebuilding
		}
		x = 32
		y = 9
		completion_reward = {
			1 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			327 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			116 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		    97 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			115 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			27 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			28 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		    13 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			31 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			16 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
	    }
    }
	focus = {
		id = NLR_arms_ct
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10.00
		prerequisite = {
			focus = NLR_ct_road
		}
		x = 32
		y = 10
		completion_reward = {
			16 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = NLR_cv_road
		available = { owns_state = 14 }
		icon = GFX_goal_generic_construct_civilian
		cost = 10
		ai_will_do = { factor = 80 }
		prerequisite = {
			focus = NLR_rebuilding
		}
		x = 28
		y = 9
		completion_reward = {
			14 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			72 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			73 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		    133 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			132 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			126 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			129 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		    105 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			103 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
	    }
    }
	focus = {
		id = NLR_arms_cv
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10.00
		prerequisite = {
			focus = NLR_cv_road
		}
		x = 28
		y = 10
		completion_reward = {
			16 = {	add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}
### Army ###
focus = {
        id = NLR_reviw_military
        icon = GFX_focus_generic_little_entente
        cost = 5.00
        x = 19
        y = 0

        completion_reward = {
        army_experience = 10
        navy_experience = 10
        air_experience = 10
      	add_ideas = NLR_army	}
	}
focus = {
		id = NLR_army
		icon = GFX_goal_generic_army_doctrines
		prerequisite = { focus = NLR_reviw_military }
		x = 19
		y = 1
		cost = 5.00
		completion_reward = {
        army_experience = 10
			}
	}
focus = {
		id = NLR_mobile_army
		icon = GFX_goal_generic_army_tanks
		cost = 8.00
		prerequisite = {
			focus = NLR_army
		}
		mutually_exclusive = {
			focus = NLR_superior
		}
		ai_will_do = {
			modifier = {
				factor = 0
				has_tech = superior_firepower
			}
		}
		x = 18
		y = 2
		completion_reward = {
			add_tech_bonus = {
				name = doctrine_bonus
				bonus = 0.5
				uses = 2
				category = cat_mobile_warfare
			}
		}
	}
focus = {
		id = NLR_superior
		icon = GFX_goal_generic_build_tank
		cost = 8.00
		prerequisite = {
			focus = NLR_army
		}
		mutually_exclusive = {
			focus = NLR_mobile_army
		}
		ai_will_do = {
			modifier = {
				factor = 0
				has_tech = mobile_warfare
			}
		}
		x = 20
		y = 2
		completion_reward = {
			add_tech_bonus = {
				name = doctrine_bonus
				bonus = 0.5
				uses = 2
				category = cat_superior_firepower
			}
		}
	}
focus = {
		id = NLR_weapons
		icon = GFX_goal_generic_army_artillery2
		cost = 10.00
		prerequisite = {
			focus = NLR_superior
		}
		x = 20
		y = 4
		completion_reward = {
			add_tech_bonus = {
				name = infantry_bonus
				bonus = 0.5
				uses = 2
				category = infantry_weapons
				category = support_tech
			}
		}
	}
focus = {
		id = NLR_arty
		icon = GFX_goal_generic_army_artillery
		cost = 10.00
		prerequisite = {
			focus = NLR_weapons
		}
		x = 20
		y = 5
		completion_reward = {
				add_tech_bonus = {
				name = artillery_bonus
				bonus = 0.5
				uses = 2
				category = artillery
			}
				add_tech_bonus = {
				name = infantry_bonus
				bonus = 0.5
				uses = 1
				category = infantry_weapons
				category = support_tech
			}
		}
	}
focus = {
		id = NLR_bat_experts
		icon = GFX_goal_generic_more_territorial_claims
		cost = 10.00
		prerequisite = { focus = NLR_superior focus = NLR_mobile_army }
		x = 19
		y = 3
		completion_reward = {
		   add_ideas = NLR_bats
		}
    }
focus = {
		id = NLR_motorized
		icon = GFX_goal_generic_army_motorized
		cost = 10.00
		prerequisite = {
			focus = NLR_mobile_army
		}
		x = 18
		y = 4
		completion_reward = {
		add_tech_bonus = {
				name = mech_bonus
				bonus = 0.5
				uses = 1
				category = cat_mechanized_equipment
			}
		}
	}
focus = {
		id = NLR_tanks
		icon = GFX_goal_continuous_armor_production
		cost = 10.00
		prerequisite = {
			focus = NLR_motorized
		}
		x = 18
		y = 5
		completion_reward = {
			add_tech_bonus = {
				name = tank_bonus
				bonus = 0.5
				uses = 2
				category = armor
			}
		}
	}
focus = {
		id = NLR_research
		icon = GFX_focus_research
		cost = 10.00
		prerequisite = {
			focus = NLR_tanks focus = NLR_arty
		}
		x = 19
		y = 6
		completion_reward = {
			add_research_slot = 1
		}
	}
focus = {
		id = NLR_nuclear
		icon = GFX_focus_wonderweapons
		cost = 10.0
		prerequisite = { focus = NLR_rocketry }
		prerequisite = { focus = NLR_research }
		x = 21
		y = 7

		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = secret_nuke_bonus
				bonus = 0.5
				uses = 1
				category = nuclear
			}
		}
	}
### Airforce ###
	focus = {
		id = NLR_airforce
		icon = GFX_goal_generic_air_doctrine
		cost = 5.00
		prerequisite = {
			focus = NLR_reviw_military
		}
		x = 23
		y = 1
		completion_reward = {
			air_experience = 10
            random_owned_state = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}
				}
			random_owned_state = {
					add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = air_base
							level = 2
							instant_build = yes
					}
				}
			}
		}
	focus = {
		id = NLR_air_support
		icon = GFX_goal_generic_air_fighter
		cost = 10.00
		prerequisite = {
			focus = NLR_airforce
		}
		mutually_exclusive = {
			focus = NLR_air_supremecy
		}
		x = 22
		y = 2
		completion_reward = {
			add_tech_bonus = {
				name = air_support
				bonus = 0.5
				uses = 2
				category = battlefield_support_tree
			}
		}
	}
	focus = {
		id = NLR_cas
		icon = GFX_goal_generic_CAS
		cost = 10.00
		prerequisite = {
			focus = NLR_air_support
		}
		x = 22
		y = 4
		completion_reward = {
			add_tech_bonus = {
				name = TEX_cas_effort
				bonus = 0.5
				uses = 2
				category = cas_bomber
			}
		}
	}
	focus = {
		id = NLR_tatical_b
		icon = GFX_goal_generic_occupy_start_war
		cost = 10.00
		prerequisite = {
			focus = NLR_cas
		}
		x = 22
		y = 5
		completion_reward = {
			add_tech_bonus = {
				name = tactical_bombers
				bonus = 0.5
				uses = 1
				category = tactical_bomber
			}
		}
	}
	focus = {
		id = NLR_air_supremecy
		icon = GFX_goal_generic_air_fighter2
		cost = 10.00
		prerequisite = {
			focus = NLR_airforce
		}
		mutually_exclusive = {
			focus = NLR_air_support
		}
		x = 24
		y = 2
		completion_reward = {
			add_tech_bonus = {
				name = air_supremecy
				bonus = 0.5
				uses = 2
				category = strategic_destruction_tree
			}
		}
	}
	focus = {
		id = NLR_fighters
		icon = GFX_goal_generic_air_fighter
		cost = 10.00
		prerequisite = {
			focus = NLR_air_supremecy
		}
		x = 24
		y = 4
		completion_reward = {
			add_tech_bonus = {
				name = fighters
				bonus = 0.5
				uses = 1
				category = light_fighter
			}
		}
	}
	focus = {
		id = NLR_strategic_b
		icon = GFX_goal_generic_air_bomber
		cost = 10.00
		prerequisite = {
			focus = NLR_fighters
		}
		x = 24
		y = 5
		completion_reward = {
			add_tech_bonus = {
				name = strategic_bombers
				bonus = 0.5
				uses = 1
				category = cat_strategic_bomber
			}
		}
	}
	focus = {
		id = NLR_rocketry
		icon = GFX_focus_rocketry
		cost = 10.00
		prerequisite = {
			focus = NLR_tatical_b
			focus = NLR_strategic_b
		}
		x = 23
		y = 6
		completion_reward = {
			add_tech_bonus = {
				name = NLR_rocketry
				bonus = 0.5
				uses = 1
				category = rocketry
			}
		}
	}
    focus = {
		id = NLR_shadowbolts
		icon = GFX_goal_shadowbolts
		cost = 10.00
		prerequisite = {
			focus = NLR_air_support
			focus = NLR_air_supremecy
		}
		x = 23
		y = 3
		completion_reward = {
        add_ideas = NLR_shadowbolts
		}
	}
### Navy ###
focus = {
		id = NLR_navy
		icon = GFX_goal_generic_navy_doctrines_tactics
		cost = 5.00
		prerequisite = {
			focus = NLR_reviw_military
		}
		x = 15
		y = 1
		completion_reward = {
        navy_experience = 10
		}
	}
focus = {
		id = NLR_battleships
		icon = GFX_goal_generic_navy_battleship
		cost = 10.00
		prerequisite = {
			focus = NLR_navy
		}
		mutually_exclusive = {
			focus = NLR_carriers
		}
		x = 16
		y = 2
		ai_will_do = {
			modifier = {
				factor = 0
				has_tech = base_strike
			}
		}
		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 = NLR_cruisers
		icon = GFX_goal_generic_navy_cruiser
		cost = 10.00
		prerequisite = {
			focus = NLR_battleships
		}
		prerequisite = {
			focus = NLR_escorts
		}
		x = 16
		y = 4
		completion_reward = {
			add_tech_bonus = {
				name = navy_bonus
				bonus = 0.5
				uses = 1
				category = ca_tech
				category = bc_tech
			}
		}
	}
focus = {
		id = NLR_new_ships
		icon = GFX_goal_generic_navy_battleship
		cost = 10.00
		prerequisite = {
			focus = NLR_cruisers
		}
		x = 16
		y = 5
		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
			}
		}
	}
focus = {
		id = NLR_escorts
		icon = GFX_goal_generic_occupy_states_coastal
		cost = 10.00
		prerequisite = {
			focus = NLR_battleships
			focus = NLR_carriers
		}
		x = 15
		y = 3
		completion_reward = {
			add_tech_bonus = {
				name = navy_bonus
				bonus = 0.5
				uses = 2
				category = dd_tech
				category = cl_tech
			}
		}
	}
focus = {
		id = NLR_carriers
		icon = GFX_goal_generic_navy_carrier
		cost = 10.00
		prerequisite = {
			focus = NLR_navy
		}
		mutually_exclusive = {
			focus = NLR_battleships
		}
		x = 14
		y = 2
		ai_will_do = {
			modifier = {
				factor = 0
				has_tech = fleet_in_being
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = navy_bonus
				bonus = 0.5
				uses = 1
				category = cv_tech
			}
			add_tech_bonus = {
				name = naval_doctrine_bonus
				bonus = 0.5
				uses = 2
				category = cat_base_strike
			}
		}
	}
focus = {
		id = NLR_c_planes
		icon = GFX_goal_generic_air_fighter
		cost = 10.00
		prerequisite = {
			focus = NLR_escorts
		}
		prerequisite = {
			focus = NLR_carriers
		}
		x = 14
		y = 4
		completion_reward = {
			add_tech_bonus = {
				name = navy_air_bonus
				bonus = 0.5
				uses = 2
				category = naval_air
			}
		}
	}
focus = {
		id = NLR_more_carriers
		icon = GFX_goal_generic_navy_carrier
		cost = 10.00
		prerequisite = {
			focus = NLR_c_planes
		}
		x = 14
		y = 5
		completion_reward = {
			add_tech_bonus = {
				name = navy_bonus
				bonus = 0.5
				uses = 1
				category = cv_tech
			}
			add_tech_bonus = {
				name = navy_aviation_bonus
				bonus = 0.5
				uses = 1
				category = naval_air
			}
		}
	}
###Foreign Policy###
	focus = {
		id = NLR_reclemation
		icon = GFX_goal_nlr
		cost = 2.00
		x = 40
		y = 0
		ai_will_do = { factor = 200 }
		available = {
			has_global_flag = equestrian_civil_war_ended
		}
		completion_reward = {
		add_political_power = 25
		}
	}
	focus = {
	    id = NLR_conquer_VAN
		icon = GFX_goal_demand_sudetenland
		cost = 8.00
		will_lead_to_war_with = VAN
		prerequisite = { focus = NLR_reclemation }
		x = 37
		y = 1
		ai_will_do = { factor = 80 }
        bypass = { VAN = { exists = no } }
		completion_reward = {
			create_wargoal = { type = annex_everything target = VAN }
		}
	}
	focus = {
		id = NLR_core_VAN
		icon = GFX_goal_nightmare_moon
		cost = 10.00
		prerequisite = {
			focus = NLR_conquer_VAN
		}
		x = 37
		y = 2
		completion_reward = {
					every_state = {
		                limit = {
		                    is_core_of = VAN
		                }
		                add_core_of = NLR
		            	}
		           }
		    }

	focus = {
	    id = NLR_conquer_SCS
		icon = GFX_goal_demand_sudetenland
		cost = 8.00
		will_lead_to_war_with = SCS
		prerequisite = { focus = NLR_reclemation }
		x = 43
		y = 1
		ai_will_do = { factor = 80 }
        bypass = { SCS = { exists = no } }
		completion_reward = {
			create_wargoal = { type = annex_everything target = SCS }
		}
	}
	focus = {
		id = NLR_core_SCS
		icon = GFX_goal_nightmare_moon
		cost = 10.00
		prerequisite = {
			focus = NLR_conquer_SCS
		}
		x = 43
		y = 2
		completion_reward = {
					every_state = {
		                limit = {
		                    is_core_of = SCS
		                }
		                add_core_of = NLR
		            	}
		           }
		    }

	focus = {
	    id = NLR_conquer_BAL
		icon = GFX_goal_demand_sudetenland
		cost = 8.00
		will_lead_to_war_with = BAL
		prerequisite = { focus = NLR_reclemation }
		x = 41
		y = 2
		ai_will_do = { factor = 80 }
        bypass = { BAL = { exists = no } }
		completion_reward = {
			create_wargoal = { type = annex_everything target = BAL }
		}
	}
	focus = {
		id = NLR_core_BAL
		icon = GFX_goal_nightmare_moon
		cost = 10.00
		prerequisite = {
			focus = NLR_conquer_BAL
		}
		x = 41
		y = 3
		completion_reward = {
					every_state = {
		                limit = {
		                    is_core_of = BAL
		                }
		                add_core_of = NLR
		            	}
		           }
		    }
	focus = {
	    id = NLR_conquer_CES
		icon = GFX_goal_demand_sudetenland
		cost = 8.00
		will_lead_to_war_with = CES
		prerequisite = { focus = NLR_reclemation }
		x = 39
		y = 2
		ai_will_do = { factor = 80 }
        bypass = { CES = { exists = no } }
		completion_reward = {
			create_wargoal = { type = annex_everything target = CES }
		}
	}
	focus = {
		id = NLR_core_CES
		icon = GFX_goal_nightmare_moon
		cost = 10.00
		prerequisite = {
			focus = NLR_conquer_CES
		}
		x = 39
		y = 3
		completion_reward = {
					every_state = {
		                limit = {
		                    is_core_of = CES
		                }
		                add_core_of = NLR
		            	}
		           }
		    }
	focus = {
	    id = NLR_conquer_JUN
		icon = GFX_goal_demand_sudetenland
		cost = 8.00
		will_lead_to_war_with = JUN
		prerequisite = { focus = NLR_conquer_CES }
		prerequisite = { focus = NLR_conquer_BAL }
		x = 40
		y = 4
		ai_will_do = { factor = 80 }
        bypass = { JUN = { exists = no } }
		completion_reward = {
			create_wargoal = { type = annex_everything target = JUN }
		}
	}
	focus = {
		id = NLR_core_JUN
		icon = GFX_goal_nightmare_moon
		cost = 5
		prerequisite = {
			focus = NLR_conquer_JUN
		}
		x = 40
		y = 5
		completion_reward = {
			custom_effect_tooltip = get_cores_on_jun
					every_state = {
		                limit = {
		                    is_core_of = JUN
		                }
		                add_core_of = NLR
		            	}
		           }
		    }


	focus = {
		id = NLR_subjugate_Crystal_empire
		icon = GFX_goal_crystal_empire_sub
		cost = 10.00
		prerequisite = {
			focus = NLR_core_JUN
		}
		prerequisite = {
			focus = NLR_core_CES
		}
		prerequisite = {
			focus = NLR_core_BAL
		}
		prerequisite = {
			focus = NLR_core_VAN
		}
		prerequisite = {
			focus = NLR_core_SCS
		}
		x = 40
		y = 6
		available = {
			has_global_flag = equestrian_civil_war_ended
		}
		bypass = {
		    CRY = { exists = no }
			CRY = { is_subject_of = NLR }
		}
		completion_reward = {
			country_event = {
				days = 2 id = lunas.12
			}
		}
	}
	focus = {
		id = NLR_CHN_conflict
		icon = GFX_focus_generic_support_the_left_right
		cost = 10.00
		prerequisite = {
			focus = NLR_subjugate_Crystal_empire
		}
		available = {
			has_global_flag = equestrian_civil_war_ended
		}
		bypass = { CHN = { exists = no }
			       CHN = { is_subject_of = NLR }
				   }
		x = 42
		y = 7
		completion_reward = {
			create_wargoal = { target = CHN type = annex_everything }
		}
	}

	focus = {
		id = NLR_crush_stalliongrad
		icon = GFX_goal_crush_stalliongrad
		cost = 10.00
		x = 38
		y = 7
		available = {
			has_global_flag = equestrian_civil_war_ended
		}
		prerequisite = {
			focus = NLR_subjugate_Crystal_empire
		}
		bypass = {
		    STG = { exists = no }
			STG = { is_subject_of = NLR }
		}
		completion_reward = {
			create_wargoal = { target = STG type = annex_everything }
		}
	}
	focus = {
		id = NLR_war_plan
		icon = GFX_goal_generic_military_deal
		cost = 9
		x = 42
		y = 8
				prerequisite = {
			focus = NLR_CHN_conflict
		}
		ai_will_do = { factor = 200 }
		available = {
			has_war_with = CHN
		}
		completion_reward = {
			add_timed_idea = { idea = NLR_war_plan days = 365 }
		}
	}
}
