shared_focus = {
	id = army_effort
	icon = GFX_goal_generic_allies_build_infantry
	x = 1
	y = 0
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = land_doc_bonus
			bonus = 1.0
			uses = 1
			category = land_doctrine
		}
	}
}

shared_focus = {
	id = equipment_effort
	icon = GFX_goal_generic_small_arms
	prerequisite = { focus = army_effort }
	x = -1
	y = 1
	relative_position_id = army_effort
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1.0
			uses = 1
			category = infantry_weapons
			category = artillery
		}
	}
}

shared_focus = {
	id = motorization_effort
	icon = GFX_goal_generic_army_motorized
	prerequisite = { focus = army_effort }
	bypass = { has_tech = motorised_infantry }
	x = 1
	y = 1
	relative_position_id = army_effort
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3.0
			technology = motorised_infantry
		}
	}
}

shared_focus = {
	id = doctrine_effort
	icon = GFX_goal_generic_army_doctrines
	prerequisite = { focus = army_effort }
	x = 0
	y = 2
	relative_position_id = army_effort
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = land_doc_bonus
			bonus = 1.0
			uses = 1
			category = land_doctrine
		}
	}
}

shared_focus = {
	id = equipment_effort_2
	icon = GFX_goal_generic_army_artillery
	prerequisite = { focus = equipment_effort }
	x = 0
	y = 2
	relative_position_id = equipment_effort
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1.0
			uses = 1
			category = infantry_weapons
			category = artillery
		}
	}
}

shared_focus = {
	id = mechanization_effort
	icon = GFX_goal_generic_build_tank
	prerequisite = { focus = motorization_effort }
	x = 0
	y = 2
	relative_position_id = motorization_effort
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			ahead_reduction = 2
			uses = 1
			category = motorized_equipment
		}
	}
}

shared_focus = {
	id = doctrine_effort_2
	icon = GFX_goal_generic_army_doctrines
	prerequisite = { focus = doctrine_effort }
	x = 0
	y = 2
	relative_position_id = doctrine_effort
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = land_doc_bonus
			bonus = 1.0
			uses = 1
			category = land_doctrine
		}
	}
}

shared_focus = {
	id = equipment_effort_3
	icon = GFX_goal_generic_army_artillery2
	prerequisite = { focus = equipment_effort_2 }
	x = 0
	y = 2
	relative_position_id = equipment_effort_2
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			ahead_reduction = 2
			uses = 1
			category = infantry_weapons
			category = artillery
		}
	}
}

shared_focus = {
	id = armor_effort
	icon = GFX_goal_generic_army_tanks
	prerequisite = { focus = mechanization_effort }
	x = 0
	y = 2
	relative_position_id = mechanization_effort
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1.0
			uses = 2
			category = armor
		}
	}
}

shared_focus = {
	id = special_forces
	icon = GFX_goal_generic_special_forces
	prerequisite = { focus = equipment_effort_3 }
	prerequisite = { focus = doctrine_effort_2 }
	prerequisite = { focus = armor_effort }
	x = 1
	y = 1
	relative_position_id = equipment_effort_3
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_ideas = special_forces
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			technology = paratroopers
			technology = paratroopers2
			technology = marines
			technology = marines2
			technology = tech_mountaineers
			technology = tech_mountaineers2
		}
	}
}

shared_focus = {
	id = aviation_effort
	icon = GFX_goal_generic_build_airforce
	x = 5
	y = 0
	cost = 10

	available_if_capitulated = yes


	complete_tooltip = {
		air_experience = 25
		if = { limit = { has_country_flag = aviation_effort_AB }
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}			
		add_tech_bonus = {
			name = air_doc_bonus
			bonus = 1.0
			uses = 1
			category = air_doctrine
		}			
	}

	completion_reward = {
		air_experience = 25

		if = {
			limit = {
				capital_scope = {
					NOT = {
						free_building_slots = {
							building = air_base
							size > 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = { set_country_flag = aviation_effort_AB }
			}
		}
		if = {
			limit = {
				capital_scope = {
					free_building_slots = {
						building = air_base
						size > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = { set_country_flag = aviation_effort_AB }
			}
		}
		add_tech_bonus = {
			name = air_doc_bonus
			bonus = 1.0
			uses = 1
			category = air_doctrine
		}
	}
}

shared_focus = {
	id = fighter_focus
	icon = GFX_goal_generic_air_fighter
	prerequisite = { focus = aviation_effort }
	mutually_exclusive = { focus = bomber_focus }
	x = -1
	y = 1
	relative_position_id = aviation_effort
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_tech_bonus = {
			name = fighter_bonus
			bonus = 1.0
			uses = 2
			technology = early_fighter
			technology = fighter1
			technology = fighter2
			technology = fighter3
			technology = heavy_fighter1
			technology = heavy_fighter2
			technology = heavy_fighter3
		}
	}
}

shared_focus = {
	id = bomber_focus
	icon = GFX_goal_generic_air_bomber
	prerequisite = { focus = aviation_effort }
	mutually_exclusive = { focus = fighter_focus }
	x = 1
	y = 1
	relative_position_id = aviation_effort
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_tech_bonus = {
			name = bomber_bonus
			bonus = 1.0
			uses = 2
			technology = strategic_bomber1
			technology = strategic_bomber2
			technology = strategic_bomber3
			category = tactical_bomber
		}
	}
}

shared_focus = {
	id = aviation_effort_2
	icon = GFX_goal_generic_air_doctrine
	prerequisite = { focus = bomber_focus focus = fighter_focus }
	x = -1
	y = 1
	relative_position_id = bomber_focus
	cost = 10

	available_if_capitulated = yes


	complete_tooltip = {
		air_experience = 25
		if = { limit = { has_country_flag = aviation_effort_2_AB }
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name =  air_doc_bonus
			bonus = 1.0
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					OR = {
						NOT = { is_controlled_by = ROOT }
						NOT = {
							free_building_slots = {
								building = air_base
								size > 1
							}
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = { set_country_flag = aviation_effort_2_AB }
			}
		}
		if = {
			limit = {
				capital_scope = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = air_base
						size > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}				
				ROOT = { set_country_flag = aviation_effort_2_AB }
			}
		}
		add_tech_bonus = {
			name =  air_doc_bonus
			bonus = 1.0
			uses = 1
			category = air_doctrine
		}
	}
}

shared_focus = {
	id = CAS_effort
	icon = GFX_goal_generic_CAS
	prerequisite = { focus = aviation_effort_2 }
	prerequisite = { focus = motorization_effort }
	x = -1
	y = 1
	relative_position_id = aviation_effort_2
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_tech_bonus = {
			name = CAS_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = cas_bomber
		}
	}
}

shared_focus = {
	id = rocket_effort
	icon = GFX_focus_rocketry
	prerequisite = { focus = aviation_effort_2 }
	prerequisite = { focus = infrastructure_effort }
	x = 0
	y = 2
	relative_position_id = aviation_effort_2
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_tech_bonus = {
			name = jet_rocket_bonus
			ahead_reduction = 2
			uses = 2
			category = rocketry
			category = jet_technology
		}
	}

	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}

shared_focus = {
	id = NAV_effort
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = { focus = aviation_effort_2 }
	prerequisite = { focus = flexible_navy }
	x = 1
	y = 1
	relative_position_id = aviation_effort_2
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_tech_bonus = {
			name = nav_bomber_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = naval_bomber
		}
	}
}

shared_focus = {
	id = naval_effort
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 9
	y = 0
	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
				}
			}
		}			
	}
}

shared_focus = {
	id = flexible_navy
	icon = GFX_goal_generic_build_navy
	prerequisite = { focus = naval_effort }
	mutually_exclusive = { focus = large_navy }
	x = -1
	y = 1
	relative_position_id = naval_effort
	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 = sub_op_bonus
			bonus = 1.0
			uses = 2
			technology = convoy_interdiction_ti
			technology = unrestricted_submarine_warfare
			technology = wolfpacks
			technology = advanced_submarine_warfare
			technology = combined_operations_raiding
		}
	}
}

shared_focus = {
	id = large_navy
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = { focus = naval_effort }
	mutually_exclusive = { focus = flexible_navy }
	x = 1
	y = 1
	relative_position_id = naval_effort
	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 = fleet_in_being_bonus
			bonus = 1.0
			uses = 2
			category = fleet_in_being_tree
		}
	}
}

shared_focus = {
	id = submarine_effort
	icon = GFX_goal_generic_navy_submarine
	prerequisite = { focus = flexible_navy focus = large_navy }
	x = 0
	y = 1
	relative_position_id = flexible_navy
	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 = ss_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = ss_tech
		}
	}
}

shared_focus = {
	id = cruiser_effort
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = { focus = large_navy focus = flexible_navy }
	x = 0
	y = 1
	relative_position_id = large_navy
	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 = 1.0
			ahead_reduction = 2
			uses = 1
			category = cl_tech
			category = ca_tech
		}
	}
}

shared_focus = {
	id = destroyer_effort
	icon = GFX_goal_generic_wolf_pack
	prerequisite = { focus = submarine_effort }
	x = 0
	y = 1
	relative_position_id = submarine_effort
	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 = 1.0
			ahead_reduction = 2
			uses = 1
			category = dd_tech
		}
	}
}

shared_focus = {
	id = capital_ships_effort
	icon = GFX_goal_generic_navy_battleship
	prerequisite = { focus = cruiser_effort }
	x = 0
	y = 1
	relative_position_id = cruiser_effort
	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 = {
		navy_experience = 25
		add_tech_bonus = {
			name = capital_ships_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = bc_tech
			category = bb_tech
			category = cv_tech
		}
	}
}

shared_focus = {
	id = industrial_effort
	icon = GFX_goal_generic_production
	x = 13
	y = 0
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1.0
			uses = 1
			category = industry
		}
	}

	ai_will_do = {
		factor = 3
		modifier = {
			factor = 0
			date < 1939.1.1
			# we also dont want tiny nations to go crazy with slots right away
			num_of_controlled_states < 2
		}
	}
}

shared_focus = {
	id = construction_effort
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = { focus = industrial_effort }
	x = -1
	y = 1
	relative_position_id = industrial_effort
	cost = 10

	available_if_capitulated = yes


	
	ai_will_do = {
		factor = 2
	}

	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size < 1
					include_locked = yes
				}					
			}
		}
	}

	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = industrial_complex
			level = 1
			instant_build = yes
		}			
	}

	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 = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}

shared_focus = {
	id = production_effort
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = { focus = industrial_effort }
	x = 1
	y = 1
	relative_position_id = industrial_effort
	cost = 10

	available_if_capitulated = yes


	ai_will_do = {
		factor = 2			
	}

	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size < 1
					include_locked = yes
				}
			}
		}
	}

	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}

	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 = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}

shared_focus = {
	id = construction_effort_2
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = { focus = construction_effort }
	x = 0
	y = 1
	relative_position_id = construction_effort
	cost = 10

	available_if_capitulated = yes


	ai_will_do = {
		factor = 2
	}

	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size < 1
					include_locked = yes
				}
			}
		}
	}

	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = industrial_complex
			level = 1
			instant_build = yes
		}
	}		

	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 = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}

shared_focus = {
	id = production_effort_2
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = { focus = production_effort }
	x = 0
	y = 1
	relative_position_id = production_effort
	cost = 10

	available_if_capitulated = yes


	ai_will_do = {
		factor = 2
	}

	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size < 1
					include_locked = yes
				}
			}
		}
	}

	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}		

	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 = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}

shared_focus = {
	id = infrastructure_effort
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = { focus = construction_effort_2 }
	x = 0
	y = 1
	relative_position_id = construction_effort_2
	cost = 10

	available_if_capitulated = yes

	bypass = {
		custom_trigger_tooltip = {
			tooltip = infrastructure_effort_tt
			all_owned_state = {			
				free_building_slots = {
					building = infrastructure
					size < 1
				}
			}
		}
	}

	complete_tooltip = {
		add_building_construction = {
			type = infrastructure
			level = 1
			instant_build = yes
		}
		add_building_construction = {
			type = infrastructure
			level = 1
			instant_build = yes
		}
	}

	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size > 0
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size > 0
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size > 1
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size > 1
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
}

shared_focus = {
	id = production_effort_3
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = { focus = production_effort_2 }
	x = 0
	y = 1
	relative_position_id = production_effort_2
	cost = 10

	available_if_capitulated = yes


	ai_will_do = {
		factor = 2
	}

	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size < 1
					include_locked = yes
				}					
			}
		}
	}

	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}		

	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 = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}

shared_focus = {
	id = infrastructure_effort_2
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = { focus = infrastructure_effort }
	x = 0
	y = 1
	relative_position_id = infrastructure_effort
	cost = 10

	available_if_capitulated = yes

	bypass = {
		custom_trigger_tooltip = {
			tooltip = infrastructure_effort_tt
			all_owned_state = {			
				free_building_slots = {
					building = infrastructure
					size < 1
				}
			}
		}
	}

	complete_tooltip = {
		add_building_construction = {
			type = infrastructure
			level = 1
			instant_build = yes
		}
		add_building_construction = {
			type = infrastructure
			level = 1
			instant_build = yes
		}
	}

	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size > 0
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size > 0
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size > 1
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size > 1
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
}

shared_focus = {
	id = construction_effort_3
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = { focus = infrastructure_effort }
	x = 2
	y = 1
	relative_position_id = infrastructure_effort
	cost = 10

	available_if_capitulated = yes


	ai_will_do = {
		factor = 2
	}

	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size < 2
					include_locked = yes
				}
			}
		}
	}

	complete_tooltip = {
		add_extra_state_shared_building_slots = 2
		add_building_construction = {
			type = industrial_complex
			level = 2
			instant_build = yes
		}
	}

	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size > 1
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size > 1
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}

shared_focus = {
	id = nuclear_effort
	icon = GFX_focus_wonderweapons
	prerequisite = { focus = infrastructure_effort_2 }
	x = -2
	y = 1
	relative_position_id = infrastructure_effort_2
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_tech_bonus = {
			name = nuclear_bonus
			ahead_reduction = 2
			category = nuclear
		}
	}

	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}

shared_focus = {
	id = extra_tech_slot
	icon = GFX_focus_research
	prerequisite = { focus = infrastructure_effort_2 }
	x = 0
	y = 1
	relative_position_id = infrastructure_effort_2
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_research_slot = 1
	}
}

shared_focus = {
	id = extra_tech_slot_2
	icon = GFX_focus_research
	prerequisite = { focus = extra_tech_slot }
	available = {
		num_of_factories > 50
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	x = 0
	y = 1
	relative_position_id = extra_tech_slot
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_research_slot = 1
	}
}	

shared_focus = {
	id = secret_weapons
	icon = GFX_goal_generic_secret_weapon
	prerequisite = { focus = infrastructure_effort_2 }
	x = 2
	y = 1
	relative_position_id = infrastructure_effort_2
	cost = 10

	available_if_capitulated = yes

	completion_reward = {
		add_tech_bonus = {
			name = secret_bonus
			bonus = 1.0
			uses = 4
			category = electronics
			category = nuclear
			category = rocketry
		}
	}

	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}

