focus_tree = {
	id = olenia
	country = {
		factor = 0
		modifier = {
			add = 10
			original_tag = OLE
		}
	}

reset_on_civilwar = yes

continuous_focus_position = { x = 200 y = 1200 }

###------> Politics <><> <><> <><> <><> <><>

	focus = {
		id = OLE_oppose_the_king
		icon = GFX_goal_support_democracy
		bypass = {
			NOT = {
				has_government = neutrality
				has_government = fascism
			}
		}
		available = {
			OR = {
				NOT = { has_completed_focus = OLE_crush_the_resistance }
				AND = {
					has_civil_war = yes
					OR = {
						has_government = democratic
						has_government = communism
					}
				}
			}
		}
	 	ai_will_do = { factor = 1 }
	 	x = 4
	 	y = 0
	 	#mutually_exclusive = { focus = OLE_crush_the_resistance }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_political_power = -250
			add_popularity = { ideology = neutrality popularity = -0.1 }
	 	}
	}

  ###------> Harmony <><> <><> <><> <><> <><>

	focus = {
		id = OLE_the_true_queen
		icon = GFX_goal_tfv_strengthen_commonwealth_ties
		bypass = {
			has_government = democratic
		}
	 	ai_will_do = { factor = 3 }
		prerequisite = { focus = OLE_oppose_the_king }
	 	x = 3
	 	y = 1
	 	mutually_exclusive = { focus = OLE_the_great_strike }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_popularity = { ideology = democratic popularity = 0.1 }
			swap_ideas = { add_idea = OLE_the_true_queen_idea remove_idea = OLE_raising_dissent }
		}
	}

	focus = {
		id = OLE_demand_johan_abdication
		icon = GFX_focus_rom_abdicate
		bypass = {
			has_government = democratic
		}
	 	ai_will_do = { factor = 100 }
		prerequisite = { focus = OLE_the_true_queen }
	 	x = 3
	 	y = 2
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_political_power = -100
			add_popularity = { ideology = democratic popularity = 0.05 }
			hidden_effect = { set_country_flag = OLE_waiting_on_johan }
			country_event = { id = olenia.500 days = 4 }
	 	}
	}

	focus = {
		id = OLE_equestrian_support
		icon = GFX_goal_generic_major_alliance
		available = {
			has_civil_war = yes
			has_government = democratic
		}
		bypass = {
			NOT = { has_country_flag = OLE_waiting_on_johan }
			OR = {
				has_civil_war = no
				has_country_flag = OLE_civil_war_avoided
				has_country_flag = OLE_EQS_coup
				EQS = {
					exists = no
					NOT = { has_government = democratic }
				}
			}
		}
	 	ai_will_do = { factor = 100 }
		prerequisite = { focus = OLE_demand_johan_abdication }
	 	x = 2
	 	y = 3
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			EQS = {
				country_event = { id = olenia.503 days = 2 }
			}
		}
	}

	focus = {
		id = OLE_reinstate_parliament
		icon = GFX_goal_support_democracy
		#bypass = {}
	 	ai_will_do = { factor = 100 }
		prerequisite = { focus = OLE_equestrian_support }
		available = {
			has_government = democratic
		}
	 	x = 2
	 	y = 4
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_political_power = 50
			add_ideas = OLE_reinstate_parliament_idea
			set_country_flag = OLE_situation_stable
	 	}
	}

	focus = {
		id = OLE_bring_back_rule_of_law
		icon = GFX_goal_support_democracy
		#bypass = {}
	 	ai_will_do = { factor = 100 }
		prerequisite = { focus = OLE_equestrian_support }
		available = {
			has_government = democratic
			hidden_trigger = {
				has_idea = OLE_currupt_government
				has_idea = OLE_currupt_government_1
				has_idea = OLE_currupt_government_1_a
				has_idea = OLE_currupt_government_1_b
				has_idea = OLE_currupt_government_1_a_2
				has_idea = OLE_currupt_government_1_b_2
				has_idea = OLE_currupt_government_1_a_2_3
				has_idea = OLE_currupt_government_1_a_2_3_4
				has_idea = OLE_currupt_government_1_b_2_3
				has_idea = OLE_currupt_government_1_b_2_3_4
				has_idea = OLE_currupt_government_2
			}
		}
	 	x = 0
	 	y = 4
	 	cost = 15
	 	available_if_capitulated = no
		completion_reward = {
			remove_ideas = OLE_currupt_government
			hidden_effect = {
				remove_ideas = OLE_currupt_government_1
				remove_ideas = OLE_currupt_government_1_a
				remove_ideas = OLE_currupt_government_1_b
				remove_ideas = OLE_currupt_government_1_a_2
				remove_ideas = OLE_currupt_government_1_b_2
				remove_ideas = OLE_currupt_government_1_a_2_3
				remove_ideas = OLE_currupt_government_1_a_2_3_4
				remove_ideas = OLE_currupt_government_1_b_2_3
				remove_ideas = OLE_currupt_government_1_b_2_3_4
				remove_ideas = OLE_currupt_government_2
			}
	 	}
	}

	focus = {
		id = OLE_promote_harmony
		icon = GFX_goal_generic_propaganda
		#bypass = {}
		available = {
			has_government = democratic
		}
	 	ai_will_do = { factor = 1 }
		prerequisite = { focus = OLE_reinstate_parliament }
	 	x = 2
	 	y = 5
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_promote_harmony_idea
	 	}
	}

	focus = {
		id = OLE_encourage_free_thought
		icon = GFX_goal_generic_scientific_exchange
		#bypass = {}
		available = {
			has_government = democratic
		}
	 	ai_will_do = { factor = 1 }
		prerequisite = { focus = OLE_reinstate_parliament }
	 	x = 0
	 	y = 5
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_encourage_free_thought_idea
	 	}
	}

	focus = {
		id = OLE_queen_velvet_academy
		icon = GFX_focus_research
		#bypass = {}
		available = {
			has_government = democratic
		}
	 	ai_will_do = { factor = 1 }
		prerequisite = { focus = OLE_encourage_free_thought }
	 	x = 0
	 	y = 6
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_research_slot = 1
	 	}
	}

	focus = {
		id = OLE_equestrian_investment
		icon = GFX_goal_generic_positive_trade_relations
		bypass = {
			OR = {
				EQS = { exists = no }
				EQS = { NOT = { has_government = democratic } }
			}
		}
		available = {
			has_civil_war = no
			has_government = democratic
		}
	 	ai_will_do = { factor = 1 }
		prerequisite = { focus = OLE_promote_harmony }
	 	x = 2
	 	y = 6
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			EQS = {
				add_opinion_modifier = { target = ROOT modifier = investment }
			}
			add_opinion_modifier = { target = EQS modifier = investment }
			add_ideas = OLE_equestrian_investment_idea
			add_to_tech_sharing_group = OLE_EQS_investment_tech_group
			if = {
				limit = {
					NOT = { has_war_with = EQS }
					EQS = { has_government = democratic is_subject = no }
				}
				EQS = { add_to_tech_sharing_group = OLE_EQS_investment_tech_group }
			}
	 	}
	}

	focus = {
		id = OLE_join_equestria
		icon = GFX_goal_generic_alliance
		bypass = {
				EQS = { exists = no }
		}
		available = {
			has_civil_war = no
			has_government = democratic
			EQS = {
				has_government = democratic
			}
		}
	 	ai_will_do = { factor = 3 }
		prerequisite = { focus = OLE_equestrian_investment }
		mutually_exclusive = { focus = OLE_equal_with_equestria }
	 	x = 2
	 	y = 7
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			if = {
				limit = { EQS = { is_faction_leader = yes } }
				EQS = { add_to_faction = ROOT }
				else = {
					EQS = { country_event = { id = olenia.514 days = 1 } }
				}
			}
	 	}
	}

	focus = {
		id = OLE_equal_with_equestria
		icon = GFX_goal_generic_improve_relations
		#bypass = {}
		available = {
			has_civil_war = no
			has_government = democratic
		}
	 	ai_will_do = { factor = 1 }
		prerequisite = { focus = OLE_equestrian_investment focus = OLE_queen_velvet_academy }
		mutually_exclusive = { focus = OLE_join_equestria }
	 	x = 0
	 	y = 7
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_political_power = 100
			set_rule = { can_create_factions = yes }
	 	}
	}

	###------> X <><> <><> <><> <><> <><>

	focus = {
		id = OLE_end_civil_war
		icon = GFX_goal_generic_demand_territory
		#bypass = {}
	 	ai_will_do = { factor = 100 }
		prerequisite = { focus = OLE_demand_johan_abdication focus = OLE_storm_the_government_offices }
		available = {
			has_civil_war = no
			has_idea = OLE_civil_war_idea
		}
	 	x = 4
	 	y = 3
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			remove_ideas = OLE_civil_war_idea
	 	}
	}

	###------> Communism <><> <><> <><> <><> <><>

	focus = {
		id = OLE_the_great_strike
		icon = GFX_goal_support_communism
		bypass = {
			has_government = communism
		}
	 	ai_will_do = { factor = 1 }
		prerequisite = { focus = OLE_oppose_the_king }
	 	x = 5
	 	y = 1
	 	mutually_exclusive = { focus = OLE_the_true_queen }
	 	cost = 10
	 	available_if_capitulated = no
		completion_reward = {
			add_popularity = { ideology = communism popularity = 0.1 }
			swap_ideas = { add_idea = OLE_the_great_strike_idea remove_idea = OLE_raising_dissent }
		}
	}


		focus = {
			id = OLE_storm_the_government_offices
			icon = GFX_goal_tfv_burn_the_royal_portraits
			bypass = { has_government = communism }
		 	ai_will_do = { factor = 1 }
		 	x = 5
		 	y = 2
		 	prerequisite = { focus = OLE_the_great_strike }
		 	cost = 10
		 	available_if_capitulated = no
			completion_reward = {
				add_political_power = -100
				add_popularity = { ideology = communism popularity = 0.05 }
				hidden_effect = { set_country_flag = OLE_waiting_on_johan }
				country_event = { id = olenia.600 days = 4 }
		 	}
		}

		focus = {
			id = OLE_stalliongrad_support
			icon = GFX_goal_generic_dangerous_deal
			available = {
				has_civil_war = yes
				has_government = communism
			}
			bypass = {
				NOT = { has_country_flag = OLE_waiting_on_johan }
				OR = {
					has_civil_war = no
					has_country_flag = OLE_civil_war_avoided
					STG = {
							exists = no
							NOT = { has_government = communism }
						}
				}
			}
		 	ai_will_do = { factor = 100 }
		 	x = 6
		 	y = 3
		 	prerequisite = { focus = OLE_storm_the_government_offices }
		 	cost = 10
		 	available_if_capitulated = no
		 	completion_reward = {
				STG = { country_event = { id = olenia.603 days = 5 } }
		 	}
		}

		focus = {
			id = OLE_proclaim_deers_republic
			icon = GFX_goal_generic_war_with_comintern
			#bypass = {}
			available = { has_government = communism }
		 	ai_will_do = { factor = 1 }
		 	x = 6
		 	y = 4
		 	prerequisite = { focus = OLE_stalliongrad_support }
		 	cost = 10
		 	available_if_capitulated = no
		 	completion_reward = {
				add_political_power = 50
				add_ideas = OLE_proclaim_deers_republic_idea
				set_country_flag = OLE_situation_stable
				hidden_effect = { news_event = { id = olenia.105 } }
		 	}
		}

		focus = {
			id = OLE_reeducation
			icon = GFX_goal_generic_forceful_treaty
			#bypass = {}
			available = {
				has_government = communism
				hidden_trigger = {
					has_idea = OLE_currupt_government
					has_idea = OLE_currupt_government_1
					has_idea = OLE_currupt_government_1_a
					has_idea = OLE_currupt_government_1_b
					has_idea = OLE_currupt_government_1_a_2
					has_idea = OLE_currupt_government_1_b_2
					has_idea = OLE_currupt_government_1_a_2_3
					has_idea = OLE_currupt_government_1_a_2_3_4
					has_idea = OLE_currupt_government_1_b_2_3
					has_idea = OLE_currupt_government_1_b_2_3_4
					has_idea = OLE_currupt_government_2
				}
			}
		 	ai_will_do = { factor = 100 }
		 	x = 8
		 	y = 4
		 	prerequisite = { focus = OLE_stalliongrad_support }
		 	cost = 15
		 	available_if_capitulated = no
		 	completion_reward = {
				remove_ideas = OLE_currupt_government
				hidden_effect = {
					remove_ideas = OLE_currupt_government_1
					remove_ideas = OLE_currupt_government_1_a
					remove_ideas = OLE_currupt_government_1_b
					remove_ideas = OLE_currupt_government_1_a_2
					remove_ideas = OLE_currupt_government_1_b_2
					remove_ideas = OLE_currupt_government_1_a_2_3
					remove_ideas = OLE_currupt_government_1_a_2_3_4
					remove_ideas = OLE_currupt_government_1_b_2_3
					remove_ideas = OLE_currupt_government_1_b_2_3_4
					remove_ideas = OLE_currupt_government_2
				}
		 	}
		}

		focus = {
			id = OLE_three_year_plan
			icon = GFX_goal_generic_soviet_construction
			#bypass = {}
			available = { has_government = communism }
		 	ai_will_do = { factor = 1 }
		 	x = 6
		 	y = 5
		 	prerequisite = { focus = OLE_proclaim_deers_republic }
		 	cost = 10
		 	available_if_capitulated = no
		 	completion_reward = {
				add_timed_idea = { idea = OLE_three_year_plan_idea days = 1080 }
					76 = {
						if = {
							limit = { is_owned_and_controlled_by = ROOT }
							add_extra_state_shared_building_slots = 2
							add_building_construction = {
								type = industrial_complex
								level = 2
								instant_build = yes
							}
					}
				}
			}
		}

		focus = {
			id = OLE_workers_throughout_the_ages
			icon = GFX_goal_generic_national_unity
			#bypass = {}
			available = { has_government = communism }
			mutually_exclusive = { focus = OLE_workers_future }
		 	ai_will_do = { factor = 1 }
		 	x = 8
		 	y = 6
		 	prerequisite = { focus = OLE_three_year_plan }
		 	cost = 10
		 	available_if_capitulated = no
		 	completion_reward = {
				add_ideas = OLE_workers_throughout_the_ages_idea
		 	}
		}

		focus = {
			id = OLE_workers_future
			icon = GFX_focus_generic_soviet_politics
			#bypass = {}
			available = { has_government = communism }
			mutually_exclusive = { focus = OLE_workers_throughout_the_ages }
		 	ai_will_do = { factor = 1 }
		 	x = 6
		 	y = 6
		 	prerequisite = { focus = OLE_three_year_plan }
		 	cost = 10
		 	available_if_capitulated = no
		 	completion_reward = {
				add_ideas = OLE_workers_future_idea
		 	}
		}

		focus = {
			id = OLE_workers_scientific_committee
			icon = GFX_focus_generic_socialist_science
			#bypass = {}
						available = { has_civil_war = no has_government = communism }
			prerequisite = { focus = OLE_workers_future focus = OLE_workers_throughout_the_ages }
		 	ai_will_do = { factor = 1 }
		 	x = 7
		 	y = 7
		 	cost = 10
		 	available_if_capitulated = no
		 	completion_reward = {
				set_rule = { can_create_factions = yes }
				add_to_tech_sharing_group = OLE_workers_scientific_committee_tech_group
				every_country = {
					limit = {
						NOT = { has_war_with = OLE }
						has_government = communism
						OLE = { has_opinion = { target = PREV value > 60 } }
						OR = {
							is_subject = no
							overlord = { AND = { has_government = communism OLE = { has_opinion = { target = PREV value > 60 } } } }
						}
					}
					add_to_tech_sharing_group = OLE_workers_scientific_committee_tech_group
				}
			}
		}

		focus = {
			id = OLE_agrarian_reform
			icon = GFX_goal_generic_construct_civilian
			#bypass = {}
						available = { has_government = communism }
		 	ai_will_do = { factor = 1 }
		 	x = 10
		 	y = 5
		 	prerequisite = { focus = OLE_proclaim_deers_republic }
		 	cost = 10
		 	available_if_capitulated = no
		 	completion_reward = {
				add_ideas = OLE_agrarian_reform_idea
		 	}
		}

		focus = {
			id = OLE_communal_mines
			icon = GFX_goal_generic_construction2
			#bypass = {}
						available = { has_government = communism }
		 	ai_will_do = { factor = 1 }
		 	x = 10
		 	y = 6
		 	prerequisite = { focus = OLE_agrarian_reform }
		 	cost = 10
		 	available_if_capitulated = no
		 	completion_reward = {
				add_ideas = OLE_communal_mines_idea
				add_resource = {
				type = steel
				amount = 4
				state = 195
				}
				add_resource = {
				type = aluminium
				amount = 4
				state = 195
				}
				add_resource = {
				type = chromium
				amount = 3
				state = 206
				}
				add_resource = {
				type = tungsten
				amount = 3
				state = 206
				}
				add_resource = {
				type = crystals
				amount = 3
				state = 213
				}
		 	}
		}

###------> X <><> <><> <><> <><> <><>

	focus = {
		id = OLE_crush_the_resistance
		icon = GFX_focus_rom_royal_dictatorship
		available = {
			OR = {
				NOT = { has_completed_focus = OLE_oppose_the_king }
				AND = {
					has_civil_war = yes
					OR = {
						has_government = neutrality
						has_government = fascism
					}
				}
			}
		}
		bypass = {
			has_civil_war = yes
			OR = {
				has_government = neutrality
				has_government = fascism
			}
		}
	 	ai_will_do = { factor = 3 }
	 	x = 19
	 	y = 0
	 	#mutually_exclusive = { focus = OLE_oppose_the_king }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_political_power = -100
			remove_ideas = OLE_raising_dissent
	 	}
	}

	focus = {
		id = OLE_plactate_the_nobles
		icon = GFX_focus_generic_self_management
	 	ai_will_do = { factor = 2 }
	 	x = 14
	 	y = 1
		available = {
			has_government = neutrality
		}
	 	prerequisite = { focus = OLE_crush_the_resistance }
		mutually_exclusive = { focus = OLE_plactate_the_gothar }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_political_power = 50
			custom_effect_tooltip = OLE_plactate_the_nobles_tp
			hidden_effect = {
				swap_ideas = { add_idea = OLE_currupt_government_1 remove_idea = OLE_currupt_government }
			}
	 	}
	}

	focus = {
		id = OLE_reshuffle_the_cabinet
		icon = GFX_goal_generic_forceful_treaty
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 13
	 	y = 2
		available = {
			has_government = neutrality
		}
	 	prerequisite = { focus = OLE_plactate_the_nobles }
		mutually_exclusive = { focus = OLE_leave_the_old_guard_in_charge }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			custom_effect_tooltip = OLE_reshuffle_the_cabinet_tp
			hidden_effect = {
				swap_ideas = { add_idea = OLE_currupt_government_1_a remove_idea = OLE_currupt_government_1 }
			}
			set_country_flag = OLE_situation_stable
	 	}
	}

	focus = {
		id = OLE_leave_the_old_guard_in_charge
		icon = GFX_goal_generic_neutrality_focus
		#bypass = {}
	 	ai_will_do = { factor = 2 }
	 	x = 15
	 	y = 2
		available = {
			has_government = neutrality
		}
	 	prerequisite = { focus = OLE_plactate_the_nobles }
		mutually_exclusive = { focus = OLE_reshuffle_the_cabinet }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_political_power = 150
			custom_effect_tooltip = OLE_leave_the_old_guard_in_charge_tp
			hidden_effect = {
				swap_ideas = { add_idea = OLE_currupt_government_1_b remove_idea = OLE_currupt_government_1 }
			}
			set_country_flag = OLE_situation_stable
	 	}
	}

	focus = {
		id = OLE_new_privileges
		icon = GFX_goal_generic_improve_relations
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 14
	 	y = 3
		available = {
			has_government = neutrality
		}
	 	prerequisite = { focus = OLE_reshuffle_the_cabinet focus = OLE_leave_the_old_guard_in_charge}
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			custom_effect_tooltip = OLE_new_privileges_tp
			hidden_effect = {
				if = {
					limit = { has_idea = OLE_currupt_government_1_a }
					swap_ideas = { add_idea = OLE_currupt_government_1_a_2 remove_idea = OLE_currupt_government_1_a }
				}
				if = {
					limit = { has_idea = OLE_currupt_government_1_b }
					swap_ideas = { add_idea = OLE_currupt_government_1_b_2 remove_idea = OLE_currupt_government_1_b }
				}
			}
	 	}
	}

	focus = {
		id = OLE_support_the_oligarchs
		icon = GFX_focus_generic_concessions
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 14
	 	y = 4
		available = {
			has_government = neutrality
		}
	 	prerequisite = { focus = OLE_new_privileges }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_support_the_oligarchs_idea
			custom_effect_tooltip = OLE_support_the_oligarchs_tp
			hidden_effect = {
				if = {
					limit = { has_idea = OLE_currupt_government_1_a_2 }
					swap_ideas = { add_idea = OLE_currupt_government_1_a_2_3 remove_idea = OLE_currupt_government_1_a_2 }
				}
				if = {
					limit = { has_idea = OLE_currupt_government_1_b_2 }
					swap_ideas = { add_idea = OLE_currupt_government_1_b_2_3 remove_idea = OLE_currupt_government_1_b_2 }
				}
			}
	 	}
	}

	focus = {
		id = OLE_industrialists
		icon = GFX_goal_generic_construct_civ_factory
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 13
	 	y = 5
		available = {
			has_government = neutrality
		}
	 	prerequisite = { focus = OLE_support_the_oligarchs }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_industrialists_idea
	 	}
	}

	focus = {
		id = OLE_land_owners
		icon = GFX_goal_generic_construct_civilian
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 15
	 	y = 5
		available = {
			has_government = neutrality
		}
	 	prerequisite = { focus = OLE_support_the_oligarchs }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_land_owners_idea
	 	}
	}

	focus = {
		id = OLE_reinforce_old_hierarchies
		icon = GFX_goal_generic_political_pressure
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 14
	 	y = 6
		available = {
			has_government = neutrality
		}
	 	prerequisite = { focus = OLE_industrialists }
		prerequisite = { focus = OLE_land_owners }
		cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_reinforce_old_hierarchies_idea
	 	}
	}

	focus = {
		id = OLE_a_dynasty_to_last
		icon = GFX_focus_generic_home_defense
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 14
	 	y = 7
		available = {
			has_civil_war = no
			has_government = neutrality
		}
	 	prerequisite = { focus = OLE_reinforce_old_hierarchies }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			set_rule = { can_create_factions = yes }
			swap_ideas = { remove_idea = OLE_reinforce_old_hierarchies_idea add_idea = OLE_a_dynasty_to_last_idea }
			custom_effect_tooltip = OLE_a_dynasty_to_last_tp
			hidden_effect = {
				if = {
					limit = { has_idea = OLE_currupt_government_1_a_2_3 }
					swap_ideas = { add_idea = OLE_currupt_government_1_a_2_3_4 remove_idea = OLE_currupt_government_1_a_2_3 }
				}
				if = {
					limit = { has_idea = OLE_currupt_government_1_b_2_3 }
					swap_ideas = { add_idea = OLE_currupt_government_1_b_2_3_4 remove_idea = OLE_currupt_government_1_b_2_3 }
				}
			}
	 	}
	}

	focus = {
		id = OLE_approach_chrysalis
		icon = GFX_goal_generic_dangerous_deal
		bypass = {
			OR = {
				is_subject_of = CHN
				is_in_faction_with = CHN
			}
		}
		available = {
			is_subject = no
			has_government = neutrality
			OR = {
				has_civil_war = yes
				has_country_flag = OLE_situation_stable
			}
			CHN = {
				exists = yes
				has_government = fascism
				is_subject = no
			}
		}
	 	ai_will_do = {
			factor = 0
			modifier = {
				add = 2
				has_civil_war = yes
				OR = {
					surrender_progress > 0.4
					any_enemy_country = { strength_ratio = { tag = ROOT ratio > 1.2 } }
				}
			}
			modifier = {
				add = 1
				has_civil_war = no
			}
			modifier = {
				factor = 3
				strength_ratio = { tag = CHN ratio < 0.7 }
			}
			modifier = {
				factor = 3
				strength_ratio = { tag = CHN ratio < 0.5 }
			}
			modifier = {
				factor = 0
				strength_ratio = { tag = CHN ratio > 1.0 }
			}
		}
	 	x = 17
	 	y = 4
		mutually_exclusive = { focus = OLE_the_changeling_threat }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			if = {
				limit = { has_civil_war = yes }
				CHN = { country_event = { id = olenia.701 days = 2 } }
				else = { CHN = { country_event = { id = olenia.700 days = 2 } }
				}
			}
	 	}
	}

	focus = {
		id = OLE_accept_servitude
		icon = GFX_focus_CZE_german_puppet
		bypass = {
			OR = {
				is_subject_of = CHN
				is_in_faction_with = CHN
			}
		}
		available = {
			is_subject = no
			has_government = neutrality
			NOT = { has_completed_focus = OLE_OLE_plactate_the_gothar }
			OR = {
				has_civil_war = yes
				has_country_flag = OLE_situation_stable
			}
			CHN = {
				exists = yes
				has_government = fascism
				is_subject = no
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 2
				has_civil_war = yes
				OR = {
					surrender_progress > 0.5
					any_enemy_country = { strength_ratio = { tag = ROOT ratio > 1.3 } }
				}
			}
			modifier = {
				add = 1
				has_civil_war = no
			}
			modifier = {
				factor = 2
				strength_ratio = { tag = CHN ratio < 0.7 }
			}
			modifier = {
				factor = 2
				strength_ratio = { tag = CHN ratio < 0.5 }
			}
			modifier = {
				factor = 0
				strength_ratio = { tag = CHN ratio > 1 }
			}
		}
	 	x = 17
	 	y = 5
	 	prerequisite = { focus = OLE_approach_chrysalis }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
				if = {
					limit = { has_civil_war = yes }
					CHN = { country_event = { id = olenia.703 days = 2 } }
					else = {
						CHN = { country_event = { id = olenia.702 days = 2 } }
					}
				}
	 	}
	}

	focus = {
		id = OLE_changeling_advisors
		icon = GFX_focus_generic_military_mission
		#bypass = {}
		available = {
			OR = {
				is_subject_of = CHN
				is_in_faction_with = CHN
			}
			CHN = {
				exists = yes
				is_subject = no
			}
		}
	 	ai_will_do = { factor = 1 }
	 	x = 17
	 	y = 6
	 	prerequisite = { focus = OLE_accept_servitude }
	 	cost = 5
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_changeling_advisors_idea
			add_to_tech_sharing_group = OLE_CHN_advisors_tech_group
			CHN = { add_to_tech_sharing_group = OLE_CHN_advisors_tech_group }
	 	}
	}

	focus = {
		id = OLE_equestrian_spoils
		icon = GFX_focus_generic_concessions
		bypass = {
			owns_state = 172
			owns_state = 14
			owns_state = 45
			owns_state = 72
			owns_state = 73
		}
		available = {
			is_subject_of = CHN
			CHN = {
				exists = yes
				is_subject = no
			}
			any_country = {
				OR = {
					tag = CHN
					is_subject_of = CHN
				}
				owns_state = 172
			}
			any_country = {
				OR = {
					tag = CHN
					is_subject_of = CHN
				}
				owns_state = 14
			}
			any_country = {
				OR = {
					tag = CHN
					is_subject_of = CHN
				}
				owns_state = 45
			}
		}
	 	ai_will_do = { factor = 10 }
	 	x = 17
	 	y = 7
	 	prerequisite = { focus = OLE_changeling_advisors }
	 	cost = 5
	 	available_if_capitulated = no
	 	completion_reward = {
			CHN = { country_event = { id = olenia.713 days = 2 } }
	 	}
	}

	focus = {
		id = OLE_the_changeling_threat
		icon = GFX_goal_generic_defence
		#bypass = {}
		available = {
			has_civil_war = no
			OR = {
				has_country_flag = OLE_situation_stable
				has_war_with = CHN
			}
			CHN = {
				exists = yes
				is_subject = no
			}
			NOT = {
				is_subject_of = CHN
				is_in_faction_with = CHN
			}
		}
	 	ai_will_do = { factor = 10 }
	 	x = 20
	 	y = 4
		mutually_exclusive = { focus = OLE_approach_chrysalis }
	 	cost = 6
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_the_changeling_threat_idea
	 	}
	}

	focus = {
		id = OLE_all_stags_must_serve
		icon = GFX_focus_generic_little_entente
	 	ai_will_do = { factor = 1 }
	 	x = 20
	 	y = 5
	 	prerequisite = { focus = OLE_the_changeling_threat }
		available = {
			OR = {
				has_country_flag = OLE_situation_stable
				has_war_with = CHN
			}
			CHN = {
				exists = yes
				is_subject = no
			}
			NOT = {
				is_subject_of = CHN
				is_in_faction_with = CHN
			}
		}
	 	cost = 8
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_all_stags_must_serve_idea
			if = {
				limit = { OR = { has_idea = disarmed_nation has_idea = volunteer_only } }
				add_ideas = limited_conscription
				else = {
					if = {
						limit = {  has_idea = limited_conscription  }
						add_ideas = extensive_conscription
					}
				}
			}
	 	}
	}

	focus = {
		id = OLE_strike_first
		icon = GFX_goal_generic_major_war
		#bypass = {}
		available = {
			OR = {
				has_country_flag = OLE_situation_stable
				has_war_with = CHN
			}
			CHN = {
				exists = yes
				is_subject = no
			}
			NOT = {
				is_subject_of = CHN
				is_in_faction_with = CHN
			}
		}
	 	ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				has_government = democratic
			}
			modifier = {
				factor = 6
				has_government = fascism
			}
		}
	 	x = 19
	 	y = 6
	 	prerequisite = { focus = OLE_all_stags_must_serve }
		mutually_exclusive = { focus = OLE_let_them_come }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_strike_first_idea
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				ahead_reduction = 1
				technology = tech_deer_army_atk
			}
	 	}
	}

	focus = {
		id = OLE_let_them_come
		icon = GFX_goal_generic_defence
		#bypass = {}
		available = {
			OR = {
				has_country_flag = OLE_situation_stable
				has_war_with = CHN
			}
			CHN = {
				exists = yes
				is_subject = no
			}
			NOT = {
				is_subject_of = CHN
				is_in_faction_with = CHN
			}
		}
	 	ai_will_do = { factor = 4 }
	 	x = 21
	 	y = 6
	 	prerequisite = { focus = OLE_all_stags_must_serve }
		mutually_exclusive = { focus = OLE_strike_first }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_let_them_come_idea
			add_tech_bonus = {
				name = land_doc_bonus
				bonus = 0.5
				ahead_reduction = 1
				technology = tech_deer_army_def
			}
	 	}
	}

	focus = {
		id = OLE_squash_the_bugs
		icon = GFX_goal_generic_occupy_states_ongoing_war
		#bypass = {}
		will_lead_to_war_with = CHN
		available = {
			is_subject = no
			OR = {
				has_country_flag = OLE_situation_stable
				has_war_with = CHN
			}
			CHN = {
				exists = yes
				is_subject = no
			}
			NOT = {
				is_in_faction_with = CHN
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 1000
				has_war_with = CHN
			}
			modifier = {
				add = 1
				has_government = fascism
			}
			modifier = {
				add = 2
				strength_ratio = { tag = CHN ratio > 1 }
			}
			modifier = {
				add = 2
				strength_ratio = { tag = CHN ratio > 1.2 }
			}
			modifier = {
				factor = 2
				CHN = { has_war = yes }
			}
			modifier = {
				factor = 0
				strength_ratio = { tag = CHN ratio < 0.85 }
			}
		}
	 	x = 20
	 	y = 7
	 	prerequisite = { focus = OLE_let_them_come focus = OLE_strike_first }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_political_power = 250
			add_ideas = OLE_squash_the_bugs_idea
			create_wargoal = { type = puppet target = CHN }
	 	}
	}

	focus = {
		id = OLE_plactate_the_gothar
		icon = GFX_focus_generic_strike_at_democracy1
		bypass = {
			has_civil_war = yes
			has_government = fascism
		}
		available = {
			is_subject = no
		}
	 	ai_will_do = { factor = 1 }
	 	x = 24
	 	y = 1
		available = {
			NOT = {
				has_government = democratic
				has_government = communism
				has_completed_focus = OLE_accept_servitude
			}
		}
	 	prerequisite = { focus = OLE_crush_the_resistance }
		mutually_exclusive = { focus = OLE_plactate_the_nobles }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_political_power = 50
			custom_effect_tooltip = OLE_plactate_the_gothar_tp
			hidden_effect = {
				swap_ideas = { add_idea = OLE_currupt_government_2 remove_idea = OLE_currupt_government }
			}
	 	}
	}

	focus = {
		id = OLE_reinstate_the_allsherjargothi
		icon = GFX_focus_hun_elect_a_king
		#bypass = {}
		available = {
			is_subject = no
		}
	 	ai_will_do = { factor = 1 }
	 	x = 24
	 	y = 3
	 	prerequisite = { focus = OLE_plactate_the_gothar }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_political_power = 100
			add_popularity = { ideology = fascism popularity = 0.05 }
			add_ideas = OLE_reinstate_the_allsherjargothi_idea
		}
	}

	focus = {
		id = OLE_purge_the_heretics
		icon = GFX_focus_generic_support_the_left_right
		#bypass = {}
		available = {
			is_subject = no
		}
	 	ai_will_do = { factor = 1 }
	 	x = 24
	 	y = 4
	 	prerequisite = { focus = OLE_reinstate_the_allsherjargothi }
	 	cost = 12
	 	available_if_capitulated = no
	 	completion_reward = {
			add_political_power = -200
			add_manpower = -500
			remove_ideas = OLE_currupt_government_2
	 	}
	}

	focus = {
		id = OLE_reopen_the_seers_college
		icon = GFX_goal_generic_army_doctrines
		#bypass = {}
		available = {
			is_subject = no
		}
	 	ai_will_do = { factor = 1 }
	 	x = 26
	 	y = 4
	 	prerequisite = { focus = OLE_reinstate_the_allsherjargothi }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_reopen_the_seers_college_idea
			add_tech_bonus = {
				name = magical_bonus
				bonus = 0.30
				uses = 2
				category = seer_tech
			}
		}
	}

	focus = {
		id = OLE_the_holy_coup
		icon = GFX_focus_generic_strike_at_democracy2
		#bypass = {}
		available = {
			is_subject = no
		}
	 	ai_will_do = { factor = 1 }
	 	x = 24
	 	y = 5
	 	prerequisite = { focus = OLE_purge_the_heretics }
	 	cost = 7
	 	available_if_capitulated = no
	 	completion_reward = {
			if = {
				limit = { has_government = neutrality }
				country_event = { id = olenia.801 }
			}
	 	}
	}

	focus = {
		id = OLE_matter_of_monarchy
		icon = GFX_focus_rom_handle_king
		bypass = { has_global_flag = OLE_johan_dead }
		available = {
			is_subject = no
			has_government = fascism
			has_civil_war = no
		}
	 	ai_will_do = { factor = 3 }
	 	x = 24
	 	y = 6
	 	prerequisite = { focus = OLE_the_holy_coup }
	 	cost = 7
	 	available_if_capitulated = no
	 	completion_reward = {
			if = {
				limit = {
					has_government = fascism
					has_idea = OLE_johan_idea
				}
				country_event = { id = olenia.800 days = 1 }
			}
	 	}
	}

	focus = {
		id = OLE_sacrifices_to_ukko
		icon = GFX_goal_generic_secret_weapon
		#bypass = {}
		available = {
			is_subject = no
			has_government = fascism
		}
	 	ai_will_do = { factor = 1 }
	 	x = 23
	 	y = 7
	 	prerequisite = { focus = OLE_matter_of_monarchy }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_sacrifices_to_ukko_idea
	 	}
	}

	focus = {
		id = OLE_new_vikings
		icon = GFX_goal_generic_more_territorial_claims
		#bypass = {}
		available = {
			is_subject = no
			has_government = fascism
		}
	 	ai_will_do = { factor = 1 }
	 	x = 23
	 	y = 8
	 	prerequisite = { focus = OLE_sacrifices_to_ukko }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_new_vikings_idea
	 	}
	}

	focus = {
		id = OLE_sacrifices_to_pellervo
		icon = GFX_goal_generic_secret_weapon
		#bypass = {}
		available = {
			is_subject = no
			has_government = fascism
		}
	 	ai_will_do = { factor = 1 }
	 	x = 25
	 	y = 7
	 	prerequisite = { focus = OLE_matter_of_monarchy }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_sacrifices_to_pellervo_idea
	 	}
	}

	focus = {
		id = OLE_offerings_to_spirits
		icon = GFX_goal_generic_national_unity
		#bypass = {}
		available = {
			is_subject = no
			has_government = fascism
		}
	 	ai_will_do = { factor = 1 }
	 	x = 25
	 	y = 8
	 	prerequisite = { focus = OLE_sacrifices_to_pellervo }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_offerings_to_spirits_idea
	 	}
	}

	focus = {
		id = OLE_dread_from_the_sea
		icon = GFX_goal_generic_amphibious_assault
		#bypass = {}
		available = {
			is_subject = no
			has_government = fascism
		}
	 	ai_will_do = { factor = 1 }
	 	x = 23
	 	y = 9
	 	prerequisite = { focus = OLE_new_vikings focus = OLE_offerings_to_spirits }
		mutually_exclusive = { focus = OLE_glory_justice_honor }
		cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_dread_from_the_sea_idea
	 	}
	}

	focus = {
		id = OLE_the_old_ways
		icon = GFX_goal_generic_demand_territory
		#bypass = {}
		available = {
			is_subject = no
			has_government = fascism
		}
	 	ai_will_do = { factor = 1 }
	 	x = 23
	 	y = 10
	 	prerequisite = { focus = OLE_dread_from_the_sea }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_the_old_ways_idea
	 	}
	}

	focus = {
		id = OLE_glory_justice_honor
		icon = GFX_goal_generic_propaganda
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 25
	 	y = 9
		available = {
			is_subject = no
			has_government = fascism
		}
	 	prerequisite = { focus = OLE_new_vikings focus = OLE_offerings_to_spirits }
		mutually_exclusive = { focus = OLE_dread_from_the_sea }
		cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_glory_justice_honor_idea
	 	}
	}

	focus = {
		id = OLE_religious_reform
		icon = GFX_goal_generic_forceful_treaty
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 25
	 	y = 10
		available = {
			is_subject = no
			has_government = fascism
		}
	 	prerequisite = { focus = OLE_glory_justice_honor }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_ideas = OLE_religious_reform_idea
			set_rule = { can_create_factions = yes }
	 	}
	}


	focus = {
		id = OLE_industrial_incentives
		icon = GFX_goal_generic_intelligence_exchange
		#bypass = {}
		available = { has_civil_war = no has_country_flag = OLE_situation_stable }
	 	ai_will_do = { factor = 4 }
	 	x = 32
	 	y = 0
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			remove_ideas = OLE_underdeveloped_economy
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.50
				uses = 1
				category = industry
			}
	 	}
	}

	focus = {
		id = OLE_public_works_fund
		icon = GFX_goal_generic_construction2
		#bypass = {}
		ai_will_do = { factor = 2 }
		x = 35
		y = 1
		prerequisite = { focus = OLE_industrial_incentives }
		cost = 10
		available_if_capitulated = no
		completion_reward = {
			add_ideas = OLE_public_works_fund_idea
		}
	}

	focus = {
		id = OLE_great_coastal_railroad
		icon = GFX_goal_generic_construct_infrastructure
		#bypass = {}
		ai_will_do = { factor = 1 }
		x = 34
		y = 2
		prerequisite = { focus = OLE_public_works_fund }
		cost = 10
		available_if_capitulated = no
		completion_reward = {
			191 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			192 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			203 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			209 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			76 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			210 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			212 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			213 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			215 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			216 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			217 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			69 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			224 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}

	focus = {
		id = OLE_manty_creek_dam
		icon = GFX_goal_generic_construction
		#bypass = {}
		ai_will_do = { factor = 1 }
		x = 37
		y = 2
		prerequisite = { focus = OLE_public_works_fund }
		cost = 10
		available_if_capitulated = no
		completion_reward = {
		213 = {
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
					free_building_slots = {
						building = infrastructure
						size > 0
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
		}
	}

	focus = {
		id = OLE_the_great_northern_wall
		icon = GFX_goal_generic_construct_military
		bypass = { is_subject_of = CHN }
		ai_will_do = {
			factor = 4
			modifier = {
				factor = 0.2
				has_non_aggression_pact_with = CHN
			}
		}
		x = 39
		y = 2
		prerequisite = { focus = OLE_public_works_fund }
		cost = 10
		available_if_capitulated = no
		completion_reward = {
			custom_effect_tooltip = OLE_the_great_northern_wall_tp
			hidden_effect = {
			302 = {
			if = {
					limit = { is_owned_and_controlled_by = ROOT }
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 492
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 9996
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 638
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 9949
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 132
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 5090
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 968
					}
					}
			}
			300 = {
			if = {
					limit = { is_owned_and_controlled_by = ROOT }
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 7118
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 10465
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 9106
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 6012
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 3697
					}
					}
			}
			300 = {
			if = {
					limit = { is_owned_and_controlled_by = ROOT }
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 7118
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 10465
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 9106
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 6012
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 3697
					}
					}
			}
			292 = {
			if = {
					limit = { is_owned_and_controlled_by = ROOT }
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 11817
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 9662
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 6885
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 847
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 3687
					}
					}
			}
			296 = {
			if = {
					limit = { is_owned_and_controlled_by = ROOT }
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 882
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 822
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 6885
					}
					}
			}
			224 = {
			if = {
					limit = { is_owned_and_controlled_by = ROOT }
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 1189
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 11940
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 10037
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 4051
					}
					}
			}
			}
		}
	}

	focus = {
		id = OLE_defend_the_equestrian_border
		icon = GFX_goal_generic_construct_military
		#bypass = {}
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0.5
				has_government = democratic
				EQS = { has_government = democratic }
			}
		}
		x = 38
		y = 3
		prerequisite = { focus = OLE_the_great_northern_wall }
		prerequisite = { focus = OLE_great_coastal_railroad }
		cost = 10
		available_if_capitulated = no
		completion_reward = {
			custom_effect_tooltip = OLE_defend_the_equestrian_border_tp
			hidden_effect = {
			224 = {
			if = {
					limit = { is_owned_and_controlled_by = ROOT }
					add_building_construction = {
						type = bunker
						level = 2
						instant_build = yes
						province = 4117
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 11354
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 11286
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 3698
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 10037
					}
					add_building_construction = {
						type = bunker
						level = 1
						instant_build = yes
						province = 4051
					}
					}
			}
			}
		}
	}

	focus = {
		id = OLE_national_defence_commitee
		icon = GFX_goal_generic_defence
		#bypass = {}
		ai_will_do = { factor = 1 }
		x = 40
		y = 3
		prerequisite = { focus = OLE_the_great_northern_wall }
		cost = 10
		available_if_capitulated = no
		completion_reward = {
			add_ideas = OLE_national_defence_commitee_idea
		}
	}

	focus = {
		id = OLE_rudolf_line
		icon = GFX_goal_generic_construct_military
		#bypass = {}
		ai_will_do = { factor = 1 }
		x = 39
		y = 4
		prerequisite = { focus = OLE_national_defence_commitee }
		prerequisite = { focus = OLE_defend_the_equestrian_border }
		cost = 10
		available_if_capitulated = no
		completion_reward = {
			custom_effect_tooltip = OLE_rudolf_line_tp
			hidden_effect = {
			213 = {
			if = {
					limit = { is_owned_and_controlled_by = ROOT }
					add_building_construction = {
						type = bunker
						level = 3
						instant_build = yes
						province = 11555
					}
					add_building_construction = {
						type = bunker
						level = 3
						instant_build = yes
						province = 9540
					}
					add_building_construction = {
						type = bunker
						level = 3
						instant_build = yes
						province = 9664
					}
					add_building_construction = {
						type = bunker
						level = 3
						instant_build = yes
						province = 12577
					}
					}
			}
			220 = {
			if = {
					limit = { is_owned_and_controlled_by = ROOT }
					add_building_construction = {
						type = bunker
						level = 3
						instant_build = yes
						province = 6976
					}
					add_building_construction = {
						type = bunker
						level = 3
						instant_build = yes
						province = 3733
					}
					add_building_construction = {
						type = bunker
						level = 3
						instant_build = yes
						province = 10595
					}
					}
			}
			204 = {
			if = {
					limit = { is_owned_and_controlled_by = ROOT }
					add_building_construction = {
						type = bunker
						level = 3
						instant_build = yes
						province = 3778
					}
					add_building_construction = {
						type = bunker
						level = 3
						instant_build = yes
						province = 13160
					}
					}
			}
			}
		}
	}

	focus = {
		id = OLE_rail_the_north
		icon = GFX_goal_generic_construct_infrastructure
		#bypass = {}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					NOT = { 302 = { is_owned_and_controlled_by = ROOT } }
					NOT = { 300 = { is_owned_and_controlled_by = ROOT } }
					NOT = { 292 = { is_owned_and_controlled_by = ROOT } }
					NOT = { 296 = { is_owned_and_controlled_by = ROOT } }
				}
			}
		}
		x = 36
		y = 3
		prerequisite = { focus = OLE_great_coastal_railroad }
		cost = 10
		available_if_capitulated = no
		completion_reward = {
			302 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 2
						instant_build = yes
					}
				}
			}
			300 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 2
						instant_build = yes
					}
				}
			}
			292 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 2
						instant_build = yes
					}
				}
			}
			296 = {
				if = {
					limit = {
						is_owned_and_controlled_by = ROOT
						free_building_slots = {
							building = infrastructure
							size > 0
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 2
						instant_build = yes
					}
				}
			}
		}
	}

	focus = {
		id = OLE_great_iron_works
		icon = GFX_goal_generic_construct_civ_factory
		#bypass = {}
		ai_will_do = { factor = 1 }
		x = 34
		y = 3
		prerequisite = { focus = OLE_great_coastal_railroad }
		prerequisite = { focus = OLE_cervus_industrial_district }
		cost = 10
		available_if_capitulated = no
		completion_reward = {
				194 = {
					if = {
						limit = { is_owned_and_controlled_by = ROOT }
						add_extra_state_shared_building_slots = 2
						add_building_construction = {
							type = industrial_complex
							level = 2
							instant_build = yes
						}
				}
			}
			add_resource = {
			type = steel
			amount = 8
			state = 194
			}
		}
	}

	focus = {
		id = OLE_end_the_cottage_industry
		icon = GFX_goal_generic_production
		#bypass = {}
		ai_will_do = { factor = 1 }
		x = 34
		y = 5
		prerequisite = { focus = OLE_great_iron_works }
		mutually_exclusive = { focus = OLE_a_gun_for_every_buck }
		cost = 10
		available_if_capitulated = no
		complete_tooltip = {
			add_ideas = OLE_end_the_cottage_industry_idea
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			}
		}

		completion_reward = {
			add_ideas = OLE_end_the_cottage_industry_idea
			random_owned_controlled_state = {
				limit = {
					state_population > 60000
					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
				}
			}
	}
	}

	focus = {
		id = OLE_industrial_revolution
		icon = GFX_goal_generic_production2
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 32
	 	y = 1
	 	prerequisite = { focus = OLE_industrial_incentives }
	 	cost = 10
	 	available_if_capitulated = no
		complete_tooltip = {
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.50
				uses = 2
				category = industry
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			}
		}

		completion_reward = {
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.50
				uses = 2
				category = industry
			}
			random_owned_controlled_state = {
				limit = {
					state_population > 50000
					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
				}
			}
		}
	}

	focus = {
		id = OLE_cervus_industrial_district
		icon = GFX_goal_generic_construct_civ_factory
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 32
	 	y = 2
	 	prerequisite = { focus = OLE_industrial_revolution }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
		add_timed_idea = { idea = OLE_cervus_industrial_district_idea days = 720 }
		191 = {
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
		}
		}
	 	}
	}

	focus = {
		id = OLE_hjortland_institute_of_engineering
		icon = GFX_focus_research
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 31
	 	y = 3
	 	prerequisite = { focus = OLE_cervus_industrial_district }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_research_slot = 1
	 	}
	}

	focus = {
		id = OLE_uranium_mining
		icon = GFX_focus_wonderweapons
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 31
	 	y = 4
	 	prerequisite = { focus = OLE_hjortland_institute_of_engineering }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_tech_bonus = {
				bonus = 0.50
				uses = 1
				category = nuclear
			}
	 	}
	}

	focus = {
		id = OLE_invest_in_the_military
		icon = GFX_goal_generic_construct_mil_factory
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 29
	 	y = 1
	 	prerequisite = { focus = OLE_industrial_incentives }
	 	cost = 10
	 	available_if_capitulated = no
		complete_tooltip = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}

		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					state_population > 50000
					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 = OLE_alda_gunworks
		icon = GFX_goal_generic_construct_mil_factory
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 29
	 	y = 2
	 	prerequisite = { focus = OLE_invest_in_the_military }
	 	cost = 10
	 	available_if_capitulated = no
		completion_reward = {
		add_tech_bonus = {
			bonus = 0.25
			uses = 2
			category = infantry_weapons
		}
		191 = {
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
		}
		}
	}
	}

	focus = {
		id = OLE_national_defence_fund
		icon = GFX_focus_generic_air_defense
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 29
	 	y = 3
	 	prerequisite = { focus = OLE_alda_gunworks }
	 	cost = 10
	 	available_if_capitulated = no
		complete_tooltip = {
			add_ideas = OLE_national_defence_fund_idea
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}

		completion_reward = {
			add_ideas = OLE_national_defence_fund_idea
			random_owned_controlled_state = {
				limit = {
					state_population > 50000
					free_building_slots = {
						building = arms_factory
						size > 0
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = arms_factory
										size > 0
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}

	}

	focus = {
		id = OLE_a_gun_for_every_buck
		icon = GFX_goal_generic_small_arms
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 29
	 	y = 5
	 	prerequisite = { focus = OLE_national_defence_fund }
		mutually_exclusive = { focus = OLE_end_the_cottage_industry }
	 	cost = 10
	 	available_if_capitulated = no
		complete_tooltip = {
			add_ideas = OLE_a_gun_for_every_buck_idea
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}
		}

		completion_reward = {
			add_ideas = OLE_a_gun_for_every_buck_idea
			random_owned_controlled_state = {
				limit = {
					state_population > 80000
					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
				}
			}
		}
	}

	focus = {
		id = OLE_modern_longships
		icon = GFX_goal_generic_amphibious_assault
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 27
	 	y = 5
	 	prerequisite = { focus = OLE_national_defence_fund }
		prerequisite = { focus = OLE_purge_the_heretics }
		cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				category = tp_tech
			}
			add_ideas = OLE_modern_longships_idea
	 	}
	}

	focus = {
		id = OLE_storm_the_beaches
		icon = GFX_goal_generic_amphibious_assault
		#bypass = {}
	 	ai_will_do = { factor = 1 }
	 	x = 27
	 	y = 6
	 	prerequisite = { focus = OLE_modern_longships }
	 	cost = 10
	 	available_if_capitulated = no
	 	completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 1
				category = marine_tech
			}
			add_ideas = OLE_storm_the_beaches_idea
	 	}
	}

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

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



### Army ###
	focus = {
        id = OLE_army
				available = { OR = { has_war = yes has_country_flag = OLE_situation_stable } }
        icon = GFX_goal_generic_allies_build_infantry
        cost = 5.00
        x = 48
        y = 0
				ai_will_do = {
					factor = 1
				}

   completion_reward = {
			army_experience = 20
			add_tech_bonus = {
				name = race_bonus
				bonus = 0.3
				uses = 2
				ahead_reduction = 1
				category = deer_army_tech
			}
	    }
    }
	focus = {
		id = OLE_doctrine_2
		icon = GFX_goal_generic_army_artillery2
		prerequisite = { focus = OLE_army }
		mutually_exclusive = { focus = OLE_doctrine_1 }
		x = 51
		y = 1
		cost = 8.00
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				has_tech = mobile_warfare
			}
		}

		completion_reward = {
			add_tech_bonus = {
				name = cat_superior_firepower
				bonus = 0.5
				uses = 2
				category = cat_superior_firepower
			}
		}
	}
	focus = {
		id = OLE_doctrine_1
		icon = GFX_goal_generic_position_armies
		prerequisite = { focus = OLE_army }
		mutually_exclusive = { focus = OLE_doctrine_2 }
		x = 45
		y = 1
		cost = 8.00
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				has_tech = superior_firepower
			}
		}

		completion_reward = {
			add_tech_bonus = {
				name = cat_mobile_warfare
				bonus = 0.5
				uses = 2
				category = cat_mobile_warfare
			}
		}
	}
	focus = {
		id = OLE_mot
		icon = GFX_goal_generic_cavalry
		prerequisite = { focus = OLE_doctrine_1 }
		x = 44
		y = 2
		cost = 10
		ai_will_do = {
			factor = 1
		}
		completion_reward = {
			army_experience = 5
			add_tech_bonus = {
				name = motorized_bonus
				bonus = 0.5
				technology = motorised_infantry
			}
		}
	}
	focus = {
		id = OLE_mech
		icon = GFX_goal_generic_army_motorized
		x = 44
		y = 3
		cost = 10
		prerequisite = { focus = OLE_mot }

		ai_will_do = {
			factor = 1
		}
		completion_reward = {
		add_tech_bonus = {
				name = mech_bonus
				bonus = 0.5
				uses = 1
				category = cat_mechanized_equipment
			}

		}
	}
	focus = {
		id = OLE_light_tank
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = OLE_doctrine_1 }
		x = 46
		y = 2
		cost = 10
		ai_will_do = {
			factor = 1
		}
		completion_reward = {
		    load_oob = "OLE_tanks"
			add_tech_bonus = {
				name = light_tank_bonus
				bonus = 0.25
				uses = 2
				category = cat_light_armor
			}
		}
	}
	focus = {
		id = OLE_medium_tank
		icon = GFX_goal_continuous_armor_production
		cost = 10.00
		prerequisite = {
			focus = OLE_light_tank
		}
		x = 46
		y = 3
			ai_will_do = {
					factor = 1
				}
			completion_reward = {
					add_tech_bonus = {
						name = armor_bonus
						bonus = 0.50
						uses = 2
						category = cat_medium_armor
				}
			}
        }
	focus = {
		id = OLE_heavy_tank
		icon = GFX_goal_generic_army_tanks
		prerequisite = {
			focus = OLE_medium_tank
		}
		ai_will_do = {
			factor = 1
		}
		x = 46
		y = 4
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.50
				uses = 1
				category = cat_heavy_armor
			}
		}
	}
	focus = {
		id = OLE_tank_making
		icon = GFX_goal_generic_army_tanks
		prerequisite = { focus = OLE_heavy_tank }
		prerequisite = { focus = OLE_mech }
		ai_will_do = {
			factor = 1
		}
		x = 45
		y = 5
		cost = 10
		completion_reward = { add_ideas = OLE_tank_production }
	}

		focus = {
		id = OLE_super_tank
		icon = GFX_goal_generic_secret_weapon
		prerequisite = { focus = OLE_tank_making }
		ai_will_do = {
			factor = 1
		}
		x = 46
		y = 6
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = armor_bonus
				bonus = 0.50
				uses = 1
				technology = super_heavy_tank
			}
		}
	}
	focus = {
		id = OLE_support
		prerequisite = { focus = OLE_doctrine_2 }
		icon = GFX_goal_generic_allies_build_infantry
		x = 50
		y = 2
		ai_will_do = {
			factor = 1
		}
		cost = 10
		completion_reward = {
			add_tech_bonus = {
				name = support_bonus
				bonus = 0.5
				uses = 1
				category = support_tech
			}
		}
	}
	focus = {
		id = OLE_better_guns
		icon = GFX_goal_generic_small_arms
		cost = 10.00
		prerequisite = {
			focus = OLE_support
		}
		x = 50
		y = 3
		ai_will_do = {
			factor = 1
		}
		completion_reward = {
				add_tech_bonus = {
				name = infantry_bonus
				bonus = 0.50
				uses = 2
				category = infantry_weapons
			}
		}
	}
	focus = {
		id = OLE_new_arty
		icon = GFX_goal_generic_army_artillery
		cost = 10.00
		prerequisite = {
			focus = OLE_better_guns
		}
		ai_will_do = {
			factor = 1
		}
		x = 50
		y = 4
		completion_reward = {
				add_tech_bonus = {
				name = artillery_bonus
				bonus = 0.5
				uses = 2
				category = artillery
			}
		}
	}
	focus = {
		id = OLE_computing
		icon = GFX_goal_generic_production2
		cost = 10.00
		prerequisite = {
			focus = OLE_doctrine_2
		}
		ai_will_do = {
			factor = 1
		}
		x = 52
		y = 2
		completion_reward = {
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.5
				uses = 2
				category = electronics
			}
		}
	}
	focus = {
		id = OLE_electronics
		icon = GFX_goal_generic_radar
		prerequisite = { focus = OLE_computing }
		x = 52
		y = 3
		cost = 10
		ai_will_do = {
			factor = 1
		}

		completion_reward = {
		    add_ideas = { OLE_perkele }
			add_tech_bonus = {
				name = computer_bonus
				bonus = 0.5
				uses = 2
				category = encryption_tech
				category = decryption_tech
			}
		}
	}
	focus = {
		id = OLE_better_arty
		icon = GFX_goal_generic_army_artillery2
		prerequisite = { focus = OLE_electronics }
		prerequisite = { focus = OLE_new_arty }
		x = 51
		y = 5
		cost = 10.00
		ai_will_do = {
			factor = 1
		}
		completion_reward = { add_ideas = OLE_hellfire }
		}

	focus = {
		id = OLE_rocketry
		icon = GFX_focus_rocketry
		cost = 10.0
		prerequisite = { focus = OLE_better_arty }
		x = 50
		y = 6

		ai_will_do = {
			factor = 1
		}

		available_if_capitulated = yes

		completion_reward = {
			add_tech_bonus = {
				name = secret_bonus
				bonus = 0.50
				uses = 1
				category = rocketry
			}
		}
	}

	focus = {
		id = OLE_military_academy
		icon = GFX_goal_generic_scientific_exchange
		cost = 10.00
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = OLE_rocketry focus = OLE_super_tank }
		x = 48
		y = 7
		completion_reward = {
			add_research_slot = 1
			}
		}
###Navy###
		focus = {
		available = { OR = { has_war = yes has_country_flag = OLE_situation_stable } }
		id = OLE_navy_focus
		icon = GFX_goal_generic_build_navy
		x = 58
		y = 0
		cost = 8.00
		ai_will_do = {
			factor = 1
			}

		completion_reward = {
			navy_experience = 10
			random_owned_state = {
				limit = {
					is_coastal = yes
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
			random_owned_state = {
				limit = {
					is_coastal = yes
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = OLE_navy_academy
		icon = GFX_focus_generic_military_mission
		cost = 10.00
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = OLE_navy_focus }
		x = 58
		y = 1
		completion_reward = {
			add_ideas = OLE_navy_school
			add_tech_bonus = {
				name = race_bonus
				bonus = 0.5
				ahead_reduction = 1
				category = deer_navy_tech
			}
			}
		}
	focus = {
		id = OLE_navy_base_1
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 58
		y = 3
		cost = 8.00
		ai_will_do = {
			factor = 1
			}
        prerequisite = { focus = OLE_navy_academy }
		completion_reward = {
			navy_experience = 10
			random_owned_state = {
				limit = {
					is_coastal = yes
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
        }
	}
	focus = {
		id = OLE_navy_base_2
		icon = GFX_goal_generic_construct_naval_dockyard
		x = 58
		y = 4
		cost = 8.00
		ai_will_do = {
			factor = 1
			}
        prerequisite = { focus = OLE_navy_base_1 }
		completion_reward = {
			navy_experience = 10
			random_owned_state = {
				limit = {
					is_coastal = yes
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
        }
	}
	focus = {
		id = OLE_navy_doctrine_1
		icon = GFX_goal_generic_navy_battleship
		prerequisite =  { focus = OLE_navy_academy  }
		mutually_exclusive = { focus = OLE_navy_doctrine_2 }
		x = 56
		y = 2
		cost = 10
		ai_will_do = {
			factor = 1
			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 = OLE_navy_doctrine_2
		icon = GFX_goal_generic_navy_carrier
		prerequisite =  { focus = OLE_navy_academy }
		mutually_exclusive = { focus = OLE_navy_doctrine_1 }
		x = 60
		y = 2
		cost = 10
		ai_will_do = {
			factor = 1
			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 = OLE_heavy_cruiser
		icon = GFX_goal_generic_navy_cruiser
		prerequisite = { focus = OLE_navy_doctrine_1 }
		x = 56
		y = 3
		cost = 10
		ai_will_do = {
			factor = 1
		}
		completion_reward = {
			add_tech_bonus = {
				name = navy_bonus
				bonus = 0.5
				uses = 2
				category = ca_tech
				category = bc_tech
			}
		}
	}
	focus = {
		id = OLE_naval_aviation
		icon = GFX_goal_generic_air_fighter2
		prerequisite = { focus = OLE_navy_doctrine_2 }
		x = 60
		y = 3
		cost = 10
		ai_will_do = {
			factor = 1
		}
		completion_reward = {
			add_tech_bonus = {
				name = navy_air_bonus
				bonus = 0.5
				uses = 2
				category = naval_air
			}
		}
	}
	focus = {
		id = OLE_destroyers
		icon = GFX_goal_generic_navy_anti_submarine
		prerequisite = { focus = OLE_heavy_cruiser }
		prerequisite = { focus = OLE_navy_base_2 }
		x = 57
		y = 5
		cost = 10
		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			add_tech_bonus = {
				name = navy_bonus
				bonus = 0.5
				uses = 1
				category = dd_tech
			}
		}
	}
	focus = {
		id = OLE_submarines
		icon = GFX_goal_generic_navy_submarine
		prerequisite = { focus = OLE_navy_base_2 }
		prerequisite = { focus = OLE_naval_aviation }
		x = 59
		y = 5
		cost = 10
		ai_will_do = {
			factor = 1
		}
		completion_reward = {
			add_tech_bonus = {
				name = navy_bonus
				bonus = 0.5
				uses = 1
				category = ss_tech
			}
		}
	}
	focus = {
		id = OLE_battleships
		icon = GFX_goal_generic_navy_battleship
		prerequisite = { focus = OLE_destroyers }
		x = 57
		y = 6
		cost = 10
		ai_will_do = {
			factor = 1
		}

		completion_reward = {
			add_tech_bonus = {
				name = navy_bonus
				bonus = 0.5
				uses = 1
				category = bb_tech
			}
			add_tech_bonus = {
				name = navy_bonus
				bonus = 0.5
				uses = 1
				category = shbb_tech
			}
		}
	}
	focus = {
		id = OLE_carriers
		icon = GFX_goal_generic_navy_carrier
		prerequisite = { focus = OLE_submarines }
		x = 59
		y = 6
		cost = 10
		ai_will_do = {
			factor = 1
		}

		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
			}
		}
	}
	focus = {
		id = OLE_rule_the_seas
		icon = GFX_goal_generic_build_navy
		cost = 10.00
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = OLE_carriers focus = OLE_battleships }
		x = 58
		y = 7
		completion_reward = {
			add_ideas = OLE_waves
			}
		}
###Airforce###
focus = {
		available = { OR = { has_war = yes has_country_flag = OLE_situation_stable } }
		id = OLE_state_air
		icon = GFX_goal_generic_build_airforce
		cost = 8.00
		ai_will_do = {
			factor = 1
		}
		x = 64
		y = 0
		completion_reward = {
			air_experience = 10
			random_owned_state = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}
				}
			random_owned_state = {
					add_extra_state_shared_building_slots = 2
						add_building_construction = {
							type = air_base
							level = 2
							instant_build = yes
						}
				    }
			    }
		    }
focus = {
		id = OLE_airports
		icon = GFX_goal_generic_air_production
		cost = 8.00
		x = 64
		y = 1
		ai_will_do = {
			factor = 1
		}
		prerequisite = { focus = OLE_state_air }
		completion_reward = {
			random_owned_state = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}
				}
			}
		}

focus = {
		id = OLE_fighters
		icon = GFX_goal_generic_air_fighter
		cost = 10.00
		prerequisite = { focus = OLE_airports }
		x = 63
		y = 2
		ai_will_do = {
			factor = 1
		}
		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = light_fighter
			}
		}
	}
focus = {
		id = OLE_strategicbombers
		icon = GFX_goal_generic_air_bomber
		cost = 10.00
		prerequisite = { focus = OLE_fighters }
		x = 63
		y = 3
		ai_will_do = {
			factor = 1
		}
		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = cat_strategic_bomber
			}
		}
	}
focus = {
		id = OLE_cas
		icon = GFX_goal_generic_CAS
		cost = 10.00
		prerequisite = {
			focus = OLE_airports
		}
		ai_will_do = {
			factor = 1
		}
		x = 65
		y = 2
		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = cas_bomber
			}
		}
	}
focus = {
		id = OLE_bombers
		icon = GFX_goal_generic_occupy_start_war
		cost = 10.00
		prerequisite = {
			focus = OLE_cas
		}
		ai_will_do = {
			factor = 1
		}
		x = 65
		y = 3
		completion_reward = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = tactical_bomber
			}
		}
	}

	focus = {
			id = OLE_air_doctrine
			icon = GFX_goal_generic_air_doctrine
			cost = 10.00
			prerequisite = {
				focus = OLE_bombers
				focus = OLE_strategicbombers
			}
			ai_will_do = {
				factor = 1
			}
			x = 64
			y = 4
			completion_reward = {
				add_tech_bonus = {
					bonus = 0.5
					uses = 2
					category = air_doctrine
				}
			}
		}
}
