focus_tree = {
	id = changelings
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = CHN
		}
	}
	default = no
	continuous_focus_position = { x = 3 y = 1300 }
	focus = {
		id = unite_the_people
		icon = GFX_goal_chn_unity
		cost = 12.00
		x = 15
		y = 0
		ai_will_do = {
			factor = 100
		}
		available_if_capitulated = yes


		completion_reward = {
			add_ideas = CHN_unity
			add_manpower = 50000
			}
		}

	focus = {
		id = army_research
		icon = GFX_goal_generic_axis_build_infantry
		cost = 10.00
					prerequisite = {
			focus = war_academy
		}
		x = 29
		y = 2
		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 25
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 2
				category = infantry_weapons
				category = artillery
			}
		}

	}
	focus = {
		id = army_research2
		icon = GFX_goal_generic_axis_build_infantry
		cost = 10.00
					prerequisite = {
			focus = army_research
		}
		x = 29
		y = 3
		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 1
				category = infantry_weapons
				ahead_reduction = 1

			}
		}

	}
		focus = {
		id = army_research3
		icon = GFX_goal_generic_cavalry
		cost = 10.00
					prerequisite = {
			focus = army_research2
		}
		x = 29
		y = 4
		ai_will_do = {
			factor = 10
		}

		available_if_capitulated = yes

		completion_reward = {
			army_experience = 5
			add_tech_bonus = {
				name = mech_army_bonus
				bonus = 0.5
				uses = 1
				category = cat_mechanized_equipment
				ahead_reduction = 1

			}
		}

	}


	focus = {
		id = research_tanks
		icon = GFX_goal_generic_army_tanks
		cost = 10.00
					prerequisite = {
			focus = war_academy
		}
		x = 25
		y = 2

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			army_experience = 10
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.4
				uses = 2
				category = armor
			}
		}

	}
		focus = {
		id = research_tanks2
		icon = GFX_goal_generic_army_tanks
		cost = 10.00
					prerequisite = {
			focus = research_tanks
		}
		x = 25
		y = 3

		available_if_capitulated = yes

		ai_will_do = {
			factor = 10
		}

		completion_reward = {
			army_experience = 10
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.4
				uses = 1
				ahead_reduction = 1
				category = armor
			}
		}

	}
	focus = {
		id = research_air2
		icon = GFX_goal_generic_air_doctrine
		cost = 10.00
				prerequisite = {
			focus = research_air
		}
		x = 27
		y = 3

		ai_will_do = {
			factor = 10
		}
		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 0.5
				uses = 1
				category = cas_bomber
				category = tactical_bomber
				category = cat_strategic_bomber
			}
		}
	}
	focus = {
		id = research_air
		icon = GFX_goal_generic_air_doctrine
		cost = 10.00
				prerequisite = {
			focus = war_academy
		}
		x = 27
		y = 2

		ai_will_do = {
			factor = 10
		}
		available_if_capitulated = yes

		completion_reward = {
			air_experience = 15
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 0.5
				uses = 2
				technology = early_fighter
				technology = fighter1
				technology = fighter2
				technology = fighter3
				technology = heavy_fighter1
				technology = heavy_fighter2
				technology = heavy_fighter3
			}
			add_tech_bonus = {
				name = air_doc_bonus
				bonus = 0.33
				uses = 3
				category = air_doctrine
			}
		}

	}
	focus = {
		id = improve_economy
		icon = GFX_goal_chn_capitalist
		cost = 10.00
		prerequisite = { focus = unite_the_people }
		mutually_exclusive = {
			focus = seize_production
		}
		x = 8
		y = 1

		ai_will_do = {
			factor = 100
		}
		completion_reward = {
			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 = 3
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
			}
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.40
				uses = 2
				category = industry
			}
		}
	}
	focus = {
		id = militarism_CHN
		icon = GFX_goal_generic_propaganda
		x = 27
		y = 4
		cost = 20
		ai_will_do = { factor = 5 }

		prerequisite = {
			focus = army_research
		}
		prerequisite = {
			focus = research_tanks
		}
		prerequisite = {
			focus = research_air
		}
		prerequisite = {
			focus = military_minds
		}

		available_if_capitulated = no
		completion_reward = {
			army_experience = 50
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.15
				uses = 2
				category = land_doctrine
			}
		}
	}

	focus = {
		id = nuclear_effort_CHN
		icon = GFX_focus_wonderweapons
		prerequisite = { focus = rocket_effort_CHN }
		x = 27
		y = 6
		cost = 10

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = nuclear_bonus
				ahead_reduction = 0.5
				category = nuclear
			}
			add_tech_bonus = {
				name = secret_bonus
				bonus = 0.5
				uses = 2
				category = nuclear
			}
		}

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.25
				always = yes
			}
		}
	}
		focus = {
		id = rocket_effort_CHN
		icon = GFX_focus_rocketry
		prerequisite = { focus = militarism_CHN }
		x = 27
		y = 5
		cost = 10

		available_if_capitulated = yes

		completion_reward = {

			add_tech_bonus = {
				name = secret_bonus
				bonus = 0.5
				uses = 2
				category = electronics
				category = rocketry
			}
		}

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.25
				always = yes
			}
		}
	}
	focus = {
		id = seize_production
		icon = GFX_goal_chn_red_changelings
		cost = 10.00
		prerequisite = { focus = unite_the_people }
		mutually_exclusive = {
			focus = improve_economy
		}
		x = 21
		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 = 3
				add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
				}
			}
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.40
				uses = 2
				category = industry
			}
		}
	}
	focus = {
		id = equality_for_all_CHN
		icon = GFX_goal_chn_communist_party
		cost = 10
		prerequisite = {
			focus = seize_production
		}
		x = 21
		y = 2
		completion_reward = {
			add_ideas = internationalism
		}
	}
	focus = {
		id = battleforthehives_chn
		icon = GFX_goal_tfv_burn_the_royal_portraits
		cost = 1
		prerequisite = {
			focus = equality_for_all_CHN
		}
		x = 21
		y = 3
		completion_reward = {
		add_manpower = -50000
		add_political_power = -50
		add_ideas = internal_disputes
		add_named_threat = { threat = 5 name = battleforthehives_chn }
		}
	}
	focus = {
		id = changeling_liberation_front_CHN
		icon = GFX_goal_support_communism
		cost = 10
		prerequisite = {
			focus = battleforthehives_chn
		}
		mutually_exclusive = { focus = union_of_progressive_changelings_CHN }
		x = 21
		y = 4
		completion_reward = {
		remove_ideas = political_divisions
		remove_ideas = internal_disputes
		country_event = changelings.25
		set_politics = { ruling_party = communism elections_allowed = no }
		set_political_party = { ideology = communism popularity = 75 }
		set_party_name = { ideology = communism long_name = CHN_clf_long_name name = CHN_clf_party_name }
		}
	}
	focus = {
		id = CLF_Rebuilding_CHN
		icon = GFX_goal_generic_construct_civ_factory
		cost = 10
		prerequisite = {
			focus = changeling_liberation_front_CHN
		}
		x = 21
		y = 5
		completion_reward = {
			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 = 8
				add_building_construction = {
					type = industrial_complex
					level = 8
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = assassinate_fieldmarshaltrimmel_CHN
		icon = GFX_goal_support_communism
		cost = 10
		prerequisite = {
			focus = battleforthehives_chn
		}
		x = 19
		y = 4
		completion_reward = { country_event = changelings.24 }
	}
	focus = {
		id = union_of_progressive_changelings_CHN
		icon = GFX_goal_support_communism
		cost = 10
		prerequisite = {
			focus = battleforthehives_chn
		}
		mutually_exclusive = { focus = changeling_liberation_front_CHN }
		x = 23
		y = 4
		completion_reward = {
		remove_ideas = political_divisions
		remove_ideas = internal_disputes
		set_politics = { ruling_party = communism elections_allowed = no }
		set_political_party = { ideology = communism popularity = 50 }
		country_event = changelings.26
		set_party_name = { ideology = communism long_name = CHN_upp_long_name name = CHN_upp_party_name }
		}
		}
		focus = {
		id = blackarmy_CHN
		icon = GFX_focus_YUG_zmaj
		cost = 10
		prerequisite = {
			focus = assassinate_fieldmarshaltrimmel_CHN
		}
		x = 19
		y = 5
		completion_reward = { add_ideas = blackarmy
		}
		}
		focus = {
		id = UPPCongress
		icon = GFX_goal_support_communism
		cost = 10
		prerequisite = { focus = union_factories }
		x = 24
		y = 6
		completion_reward = {
		add_ideas = UPP
		}
		}
		focus = {
		id = CLFRecruit
		icon = GFX_goal_support_communism
		cost = 10
		prerequisite = {
			focus = CLF_Rebuilding_CHN
		}
		x = 20
		y = 6
		completion_reward = {
		add_ideas = CLF
				}
			}
		focus = {
		id = CHNCOM_infrastructure_effort
		icon = GFX_goal_generic_construct_infrastructure
		prerequisite = { focus = CLF_Rebuilding_CHN focus = union_factories }
		x = 22
		y = 6
		cost = 10
		ai_will_do = {
			factor = 5
		}

		available_if_capitulated = yes
		completion_reward = {
			if = {
				limit = {
					all_owned_state = {
						NOT = { infrastructure < 5 }
					}
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = infrastructure
							size > 2
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 3
						instant_build = yes
					}
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = infrastructure
							size > 2
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 3
						instant_build = yes
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
				set_state_flag = SOV_infrastructure_effort_3Inf
			}
			random_owned_controlled_state = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					infrastructure < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
			}
		}
	}
		focus = {
		id = second_phaseCHNCOM
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10
		prerequisite = {
			focus = CHNCOM_infrastructure_effort
		}
		x = 22
		y = 7
		completion_reward = {
			random_owned_controlled_state = {
					limit = {
						is_coastal = yes
						free_building_slots = {
							building = dockyard
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 5
					add_building_construction = {
						type = dockyard
						level = 5
						instant_build = yes
					}
				}
			random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = industrial_complex
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 5
					add_building_construction = {
						type = industrial_complex
						level = 5
						instant_build = yes
					}
				}
			random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = arms_factory
							size > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = arms_factory
						level = 3
						instant_build = yes
					}
				}
			}
		}
	focus = {
		id = extra_research_CHN
		icon = GFX_focus_research
		text = extra_tech_slot
		x = 22
		y = 8
		cost = 10
				prerequisite = {
			focus = second_phaseCHNCOM
		}
		ai_will_do = {
			factor = 5
		}

		available_if_capitulated = yes

		completion_reward = {
			add_research_slot = 1
		}
	}
		focus = {
		id = union_factories
		icon = GFX_goal_generic_construct_military
		cost = 10.00
		prerequisite = { focus = union_of_progressive_changelings_CHN }
		x = 23
		y = 5
		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 = 6
				add_building_construction = {
					type = arms_factory
					level = 6
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = Chrysalis
		icon = GFX_goal_chn_support_chrysalis
		cost = 10.00
		prerequisite = {
			focus = improve_economy
		}
		ai_will_do = {
			factor = 100
		}
		completion_reward = {
			add_ideas = chrysalis }
		x = 8
		y = 2

	}
	focus = {
		id = destroy_thoraxian_opposition
		icon = GFX_goal_generic_major_war
		cost = 10.00
		prerequisite = {
			focus = Chrysalis
		}
		x = 6
		y = 3
		completion_reward = {
			add_manpower = 40000
			remove_ideas = political_divisions
		}
	}
	focus = {
		id = hive_funding
		icon = GFX_goal_chn_hives
		cost = 10.00
		prerequisite = {
			focus = Chrysalis
		}
		x = 8
		y = 3

		ai_will_do = { factor = 100 }
		completion_reward = {
			add_manpower = 200000
			add_ideas = newhives
		}

	}
	focus = {
		id = Expansion_of_newhives
		icon = GFX_goal_chn_city_hives
		cost = 10.00
		prerequisite = {
			focus = hive_funding
		}
		x = 8
		y = 4
		ai_will_do = { factor = 100 }

		completion_reward = {
			swap_ideas = { remove_idea = newhives add_idea = newhives2 }
		}

	}
	focus = {
		id = send_spies_to_EQS
		icon = GFX_goal_generic_intelligence_exchange
		cost = 10.00
		prerequisite = {
			focus = Expansion_of_newhives
		}
		x = 3
		y = 5
		completion_reward = {
			country_event = { id = changelings.16 days = 1 }
			add_named_threat = { threat = 2 name = send_spies_to_EQS }
			add_tech_bonus = {
				name = race_bonus
				bonus = 0.5
				uses = 1
				ahead_reduction = 1
				category = infiltrator_tech
			}
		}
	}
	focus = {
		id = steal_tech
		icon = GFX_goal_generic_radar
		cost = 10.00
		prerequisite = {
			focus = send_spies_to_EQS
		}
		available = {
			EQS = {
				has_idea = changeling_spies
			}
		}
		x = 3
		y = 6
		completion_reward = {
			add_ideas = covert_agents
		}
	}
	focus = {
		id = air_research
		icon = GFX_goal_unknown
		cost = 10.00
		prerequisite = {
			focus = steal_tech
		}
		available = {
			EQS = {
				has_idea = changeling_spies
			}
		}
		x = 1
		y = 7
		completion_reward = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 0.3
				uses = 2
				technology = fighter1
				technology = fighter2
				technology = fighter3
			}
		}
	}
	focus = {
		id = industrial_research
		icon = GFX_goal_generic_construct_civilian
		cost = 14.00
		prerequisite = {
			focus = Expansion_of_newhives
		}
		ai_will_do = { factor = 100 }
		completion_reward = {
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.5
				uses = 1
				category = industry

			}
			259 = { add_building_construction = {
						type = infrastructure
						level = 2
						instant_build = yes
					} }
			250 = { add_building_construction = {
						type = infrastructure
						level = 2
						instant_build = yes
					} }
			248 = { add_building_construction = {
						type = infrastructure
						level = 2
						instant_build = yes
					} }
			246 = { add_building_construction = {
						type = infrastructure
						level = 2
						instant_build = yes
					} }
			247 = { add_building_construction = {
						type = infrastructure
						level = 2
						instant_build = yes
					} }
			213 = { add_building_construction = {
						type = infrastructure
						level = 2
						instant_build = yes
					} }
		}
		x = 7
		y = 5

	}
	focus = {
		id = arctic_shelf_mining
		icon = GFX_goal_generic_oil_refinery
		cost = 10.00
		prerequisite = {
			focus = industrial_research
		}
		x = 5
		y = 6
		ai_will_do = { factor = 60 }
		completion_reward {
			add_resource = {
				type = oil
				amount = 24
				state = 264
			}
			add_resource = {
				type = oil
				amount = 12
				state = 312
			}
		}

	}
	focus = {
		id = steel_industry
		icon = GFX_goal_chn_keylake
		cost = 15.00
		prerequisite = {
			focus = industrial_research
		}
		ai_will_do = { factor = 80 }
		x = 7
		y = 6
		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 = 4
				add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
				}
			}
			add_resource = {
				type = steel
				amount = 18
				state = 262
			}
			add_resource = {
				type = steel
				amount = 5
				state = 315
			}
		}
	}
	focus = {
		id = CHN_roads
		icon = GFX_goal_generic_construct_infrastructure
		cost = 10
		prerequisite = {
			focus = industrial_research
		}
		ai_will_do = { factor = 80 }
		x = 9
		y = 6
		completion_reward {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 0
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 0
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 0
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 0
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size > 1
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = infrastructure
										size > 1
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = pressure_olenia
		icon = GFX_goal_chn_kill_the_deer
		cost = 10.00
		prerequisite = {
			focus = Expansion_of_newhives
		}
		available = {
			OLE = { has_civil_war = no }
		}
		ai_will_do = { factor = 100 }
		x = 13
		y = 6
		bypass = {
			any_country = {
				original_tag = OLE
				OR = {
					is_subject_of = CHN
					is_in_faction_with = CHN
				}
			}
		}
		completion_reward {
			add_state_claim = 300
			add_state_claim = 292
			country_event = { id = changelings.1 days = 1 }
			307 = { add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					} }
			291 = { add_building_construction = {
						type = infrastructure
						level = 3
						instant_build = yes
					} }
		add_named_threat = { threat = 5 name = pressure_olenia }
		}
	}

	focus = {
		id = offer_puppet
		icon = GFX_goal_chn_integration_of_olenia
		cost = 10.00
		prerequisite = {
			focus = pressure_olenia
		}
		mutually_exclusive = {
			focus = conquest
		}
		available = { OLE = { has_civil_war = no is_subject = no } NOT = { has_war_with = OLE has_country_flag = CHN_refused_OLE_puppet }  }
		ai_will_do = { factor = 15 }
		x = 11
		y = 7
		completion_reward = { country_event = { id = changelings.2 } }
	}
	focus = {
		id = conquest
		icon = GFX_goal_chn_conquest_of_olenia
		cost = 10.00
		will_lead_to_war_with = OLE
		prerequisite = {
			focus = pressure_olenia
		}
		mutually_exclusive = {
			focus = offer_puppet
		}
		available = {
			OLE = {
				exists = yes
				NOT = {
					is_subject_of = CHN
					is_in_faction_with = CHN
					has_non_aggression_pact_with = CHN
				}
			}
		}
		ai_will_do = { factor = 85 }
		bypass = { OLE = { OR = { exists = no has_war_with = CHN } } }
		completion_reward = {
		#hidden_effect = {
			every_country = {
				limit = { original_tag = OLE }
				ROOT = {
					create_wargoal = {
						type = annex_everything
						target = PREV
					}
				}
			}
		#}
	}
		x = 15
		y = 7

	}
	focus = {
		id = national_resources
		icon = GFX_goal_generic_positive_trade_relations
		cost = 10.00
		prerequisite = {
			focus = offer_puppet
			focus = conquest
		}
		x = 11
		y = 8
		ai_will_do = { factor = 100 }
		available = { owns_state = 300 owns_state = 292 }
		completion_reward = {
			add_resource = {
				type = steel
				amount = 13
				state = 300
			}
			add_resource = {
				type = steel
				amount = 24
				state = 292
			}
			add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.2
			uses = 1
			category = industry
		}
		}
	}

	focus = {
		id = expanded_industry
		icon = GFX_goal_generic_construct_infrastructure
		cost = 10.00
		prerequisite = {
			focus = steel_industry
		}
		prerequisite = {
			focus = national_resources
		}
		x = 10
		y = 9
		ai_will_do = { factor = 100 }
		completion_reward = {
			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 = 4
				add_building_construction = {
					type = industrial_complex
					level = 4
					instant_build = yes
				}
			}
			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 = 4
				add_building_construction = {
					type = arms_factory
					level = 4
					instant_build = yes
				}
			}
		}

	}
	focus = {
		id = technology_centre
		icon = GFX_goal_continuous_research
		cost = 10
		prerequisite = {
			focus = expanded_industry
		}
		x = 10
		y = 10
		ai_will_do = { factor = 100 }
		completion_reward = {
			add_research_slot = 1
		}
	}
	focus = {
		id = military_minds
		icon = GFX_focus_generic_military_mission
		cost = 10.00
		x = 31
		y = 0
		ai_will_do = { factor = 90 }
		completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 1
				category = artillery
			}
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				uses = 1
				category = land_doctrine
			}
		}

	}
	focus = {
		id = war_academy
		icon = GFX_focus_generic_military_mission
		cost = 10.00
		prerequisite = {
			focus = military_minds
		}
		x = 27
		y = 1
		ai_will_do = { factor = 70 }
		completion_reward = {
			army_experience = 25
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.2
				uses = 1
				category = infantry_weapons
			}
			add_ideas = changeling_school_of_war
		}

	}
	focus = {
		id = prepare_for_war2
		icon = GFX_goal_generic_air_production
		cost = 3
		prerequisite = {
			focus = conquest
			focus = offer_puppet
		}
		available = {
				OLE = { OR = {
					exists = no
					is_subject_of = CHN
					is_in_faction_with = CHN
				}
			} }
		x = 13
		y = 8
		ai_will_do = { factor = 70 }
		completion_reward = {
			247 = {
			add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				}
			}
		}

	}
	focus = {
		id = prepare_for_war3
		icon = GFX_goal_generic_construct_mil_factory
		cost = 10
		prerequisite = {
			focus = conquest
			focus = offer_puppet
		}
		available = {
				OLE = { OR = {
					exists = no
					is_subject_of = CHN
					is_in_faction_with = CHN
				}
			} }
		x = 17
		y = 8
		ai_will_do = { factor = 70 }
		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 = prepare_for_war
		icon = GFX_goal_generic_fortify_city
		cost = 8
		prerequisite = {
			focus = conquest
			focus = offer_puppet
		}
		x = 15
		y = 8
		available = {
				OLE = { OR = {
					exists = no
					is_subject_of = CHN
					is_in_faction_with = CHN
				}
			} }
		ai_will_do = { factor = 100 }
		completion_reward = {
			hidden_effect = {
				remove_ideas = newhives2
				news_event = { days = 2 id = news.17 }
			}
			251 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
			246 = {
				add_building_construction = {
					type = air_base
					level = 4
					instant_build = yes
				}
				add_building_construction = {
					type = infrastructure
					level = 4
					instant_build = yes
				}
			}
			319 = {
			add_building_construction = {
					type = air_base
					level = 1
					instant_build = yes
				}
			add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			add_named_threat = { threat = 5 name = prepare_for_war }
		}
	}
	focus = {
		id = demand_equestria
		icon = GFX_goal_chn_lead_the_army
		cost = 20
		will_lead_to_war_with = EQS
		prerequisite = {
			focus = prepare_for_war
		}
		x = 15
		y = 9
		ai_will_do = { factor = 60 }
		completion_reward = {
			country_event = {
				id = changelings.20 days = 1
			}
		}

	}
	focus = {
		id = demand_stg
		icon = GFX_goal_crush_stalliongrad
		cost = 20
		will_lead_to_war_with = STG
		prerequisite = {
			focus = demand_equestria
		}
		x = 17
		y = 10
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 100
				OR = {
					EQS = { exists = no }
					EQS = { is_subject = yes }
					}
			}
		}
		completion_reward = {
			create_wargoal = {
			type = annex_everything
			target = STG
			}
		}
	}
	focus = {
		id = demand_GRF
		icon = GFX_goal_generic_secret_weapon
		cost = 20
		will_lead_to_war_with = GRF
		prerequisite = {
			focus = demand_stg
		}
		x = 17
		y = 11
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 100
				OR = {
					STG = { exists = no }
					STG = { is_subject_of = CHN }
					}
			}
		}
		completion_reward = {
			create_wargoal = {
			type = annex_everything
			target = GRF
			}
		}
	}
	focus = {
		id = continuous_war_plan_CHN
		icon = GFX_goal_generic_military_sphere
		cost = 20
		prerequisite = {
			focus = demand_equestria
		}
		available = { has_war_with = EQS }
		completion_reward = {
			add_ideas = continous_war_plan_CHN
		}
		x = 15
		y = 10

	}
	focus = {
        id = death_or_dishonour
        icon = GFX_goal_generic_political_pressure
        cost = 20.00
        prerequisite = {
            focus = continuous_war_plan_CHN
        }
		x = 15
        y = 11
        available = { has_war_with = EQS }
        completion_reward = {
            add_ideas = changeling_swarm
        	}
	}
    focus = {
        id = victory
        icon = GFX_goal_support_fascism
        cost = 10.00
        prerequisite = {
            focus = death_or_dishonour
        }
        x = 15
        y = 12
        completion_reward = {
            add_tech_bonus = {
                name = land_doc_bonus
                bonus = 0.35
                uses = 1
                category = land_doctrine
            }
            if = { limit = { has_idea = continous_war_plan_CHN  }
            remove_ideas = continous_war_plan_CHN
            add_political_power = 500
			}
		}
	}
	####### STUFFF #########
	focus = {
		id = naval_research
		icon = GFX_goal_unknown
		cost = 10.00
		prerequisite = {
			focus = steal_tech
		}
		available = {
			EQS = { has_idea = changeling_spies }
		}
		x = 3
		y = 7
		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = bb_tech
			}
		}
	}
	focus = {
		id = support_research
		icon = GFX_goal_unknown
		cost = 10.00
		prerequisite = {
			focus = steal_tech
		}
		available = {
			EQS = { has_idea = changeling_spies }
		}
		x = 5
		y = 7
		completion_reward = {
			add_tech_bonus = {
				name = special_bonus
				bonus = 0.3
				uses = 2
				technology = paratroopers
				technology = paratroopers2
				technology = tech_mountaineers
				technology = tech_mountaineers2
				technology = tech_engineers
				technology = tech_engineers2
				technology = tech_engineers3
				technology = tech_recon
				technology = tech_recon2
				technology = tech_recon3
			}
		}
	}
		focus = {
		id = chn_navylysander
		icon = GFX_goal_generic_navy_battleship
		cost = 10
		x = 33
		y = 1
		prerequisite = { focus = military_minds }
		mutually_exclusive = {
			focus = chn_navymimic
		}
		completion_reward = {
			add_tech_bonus = {
				name = fleet_in_being_bonus
				bonus = 0.5
				uses = 2
				category = fleet_in_being_tree
			}
		}
	}
	focus = {
		id = chn_navymimic
		icon = GFX_goal_generic_wolf_pack
		cost = 10
		x = 35
		y = 1
		prerequisite = { focus = military_minds }
		mutually_exclusive = {
			focus = chn_navylysander
		}
		completion_reward = {
			add_tech_bonus = {
				name = sub_op_bonus
				bonus = 0.5
				uses = 2
				technology = convoy_interdiction_ti
				technology = unrestricted_submarine_warfare
				technology = wolfpacks
				technology = advanced_submarine_warfare
				technology = combined_operations_raiding
			}
		}
	}
	focus = {
		id = chn_navylysander2
		icon = GFX_goal_generic_navy_battleship
		cost = 10
		x = 33
		y = 2
		prerequisite = { focus = chn_navylysander }
		completion_reward = {
			add_tech_bonus = {
				name = sub_op_bonus
				bonus = 0.5
				uses = 2
				technology = early_carrier
				technology = basic_carrier
				technology = improved_carrier
				technology = light_carrier
				technology = light_carrier2
				technology = early_battlecruiser
				technology = basic_battlecruiser
				technology = heavy_battleship
			}
		}
	}

		focus = {
		id = chn_navymimic2
		icon = GFX_goal_generic_wolf_pack
		cost = 10
		x = 35
		y = 2
		prerequisite = { focus = chn_navymimic }
		completion_reward = {
			add_tech_bonus = {
				name = sub_op_bonus
				bonus = 0.5
				uses = 4
				technology = early_submarine
				technology =  basic_submarine
				technology = improved_submarine
				technology = advanced_submarine
			}
		}
	}
	focus = {
	id = chn_navybuildup
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 34
		y = 3
		prerequisite = { focus = chn_navylysander2 focus = chn_navymimic2 }
		cost = 10

		available_if_capitulated = yes


		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 = chndestroyereffort
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = chn_navylysander2 focus = chn_navymimic2 }
		x = 32
		y = 3
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}

		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 = chncruisereffort
		icon = GFX_goal_generic_build_navy
		prerequisite = { focus = chn_navylysander2 focus = chn_navymimic2 }
		x = 36
		y = 3
		cost = 10

		available_if_capitulated = yes


		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				all_owned_state = {
					OR = {
						is_coastal = no
						dockyard < 1
					}
				}
			}
		}

		completion_reward = {
			add_tech_bonus = {
				name = cr_bonus
				bonus = 0.5
				uses = 2
				technology = improved_light_cruiser
				technology = advanced_light_cruiser
				technology = improved_heavy_cruiser
				technology = advanced_heavy_cruiser
			}
		}
	}
		focus = {
		id = foreignintelligenceservice
		icon = GFX_unknown
		cost = 10
		x = 25
		y = 9
		prerequisite = { focus = CLFRecruit focus = UPPCongress }
		completion_reward = {
			add_tech_bonus = {
				name = race_bonus
				bonus = 0.5
				uses = 1
				ahead_reduction = 1
				category = infiltrator_tech
			}
		}
	}
		focus = {
		id = warplanwhite
		icon = GFX_goal_generic_secret_weapon
		cost = 10
		will_lead_to_war_with = OLE
		available = {
			has_country_flag = war_plan_white
		}
		x = 23
		y = 10
		prerequisite = { focus = foreignintelligenceservice }
		completion_reward = {
			create_wargoal = {
			type = annex_everything
			target = OLE
			}
		}
	}
		focus = {
		id = warplanpurple
		icon = GFX_goal_generic_fortify_city
		cost = 10
		will_lead_to_war_with = EQS
		available = {
			has_country_flag = war_plan_white
			OLE = {
			exists = no }
		}
		x = 23
		y = 11
		prerequisite = { focus = warplanwhite }
		completion_reward = {
			create_wargoal = {
			type = annex_everything
			target = EQS
			}
		}
	}
		focus = {
		id = operationariettesphaseone
		icon = GFX_goal_generic_political_pressure
		cost = 10
		x = 25
		y = 10
		prerequisite = { focus = foreignintelligenceservice }
		completion_reward = {
		country_event = changelings.29
		}
	}
		focus = {
		id = operationariettesphasetwo
		icon = GFX_goal_generic_political_pressure
		cost = 10
		available = {
			has_country_flag = phase_two
		}
		x = 25
		y = 11
		prerequisite = { focus = operationariettesphaseone }
		completion_reward = {
		 OLE = { country_event = changelings.31 }
		 }
	}
		focus = {
		id = operationariettesphasethree
		icon = GFX_goal_generic_political_pressure
		cost = 10
		available = {
			has_global_flag = phase_three
		}
		x = 25
		y = 12
		prerequisite = { focus = operationariettesphasetwo }
		completion_reward = { OLE =  { start_civil_war = { ideology = communism size = 0.5 } }
		}
	}
		focus = {
		id = chncomshowtrials
		icon = GFX_goal_chn_communist_party
		cost = 10
		available = {
		OLE = { has_civil_war = no has_government = communism }
		}
		x = 25
		y = 13
		prerequisite = { focus = operationariettesphasethree }
		completion_reward = {
		}
	}
		focus = {
		id = chncolonization
		icon = GFX_goal_chn_communist_party
		cost = 10
		available = {
		OLE = { has_civil_war = no has_government = communism }
		}
		x = 25
		y = 14
		prerequisite = { focus = chncomshowtrials }
		completion_reward = {
		country_event = changelings.27
		}
	}
		focus = {
		id = operationariettesphasefour
		icon = GFX_goal_generic_political_pressure
		cost = 10
		will_lead_to_war_with = EQS
		x = 25
		y = 15
		prerequisite = { focus = chncolonization }
		completion_reward = {
		country_event = changelings.28
		create_wargoal = {
			type = annex_everything
			target = EQS
			}
		}
	}
}
}
