LeJeff4

Focus Tree

Jun 13th, 2020
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  1. focus_tree = {
  2. id = warden_focus
  3.  
  4. country = {
  5. factor = 0
  6.  
  7. modifier = {
  8. add = 10
  9. tag = WAD
  10. }
  11. }
  12. #Focus for New Rifles
  13. focus = {
  14. id = Warden Empire_new_rifles
  15. icon = GFX_focus_chi_army_reform
  16. x = 6
  17. y = 2
  18. cost = 5
  19. available_if_capitulated = yes
  20. prerequisite = { focus = Warden Empire_fund_the_military }
  21. ai_will_do = {
  22. factor = 1
  23. }
  24. completion_reward = {
  25. add_tech_bonus = {
  26. name = infantry_artillery_bonus
  27. ahead_reduction = 2
  28. uses = 1
  29. category = infantry_weapons
  30. category = artillery
  31. }
  32. }
  33. }
  34.  
  35.  
  36. #Focus for Better Fighters and Dockyards
  37. focus = {
  38. id = Warden Empire_better_fighters_and_dockyards
  39. icon = GFX_goal_generic_production2
  40. x = 11
  41. y = 5
  42. cost = 10
  43. available_if_capitulated = yes
  44. prerequisite = {
  45. focus = Warden Empire_large_navy_focus
  46. focus = Warden Empire_heavier_aircraft_designs
  47. }
  48. ai_will_do = {
  49. factor = 1
  50. }
  51. completion_reward = {
  52. add_ideas= wardM1
  53. }
  54. }
  55.  
  56. #Focus for More Military Factories
  57. focus = {
  58. id = Warden Empire_more_military_factories
  59. icon = GFX_goal_generic_construct_mil_factory
  60. x = 8
  61. y = 2
  62. cost = 5
  63. available_if_capitulated = yes
  64. prerequisite = { focus = Warden Empire_fund_the_military }
  65. ai_will_do = {
  66. factor = 1
  67. }
  68. completion_reward = {
  69. random_owned_controlled_state = {
  70. limit = {
  71. free_building_slots = {
  72. building = arms_factory
  73. size > 0
  74. include_locked = yes
  75. }
  76. OR = {
  77. is_in_home_area = yes
  78. NOT = {
  79. owner = {
  80. any_owned_state = {
  81. free_building_slots = {
  82. building = arms_factory
  83. size > 0
  84. include_locked = yes
  85. }
  86. is_in_home_area = yes
  87. }
  88. }
  89. }
  90. }
  91. }
  92. }
  93. }
  94. } #This may not be in the right place. If your focus tree is having issues, check the above focus, as this closing brace was added to close the focus.
  95.  
  96. #Focus for Rebuild the Economy
  97. focus = {
  98. id = Warden Empire_rebuild_the_economy
  99. icon = GFX_goal_generic_consumer_goods
  100. x = 2
  101. y = 4
  102. cost = 15
  103. available_if_capitulated = yes
  104. prerequisite = {
  105. focus = Warden Empire_even_better_tools
  106. }
  107. prerequisite = {
  108. focus = Warden Empire_connect_the_nation
  109. }
  110. prerequisite = {
  111. focus = Warden Empire_fund_unions
  112. }
  113. ai_will_do = {
  114. factor = 1
  115. }
  116. completion_reward = {
  117. remove_ideas= ward2
  118. }
  119. }
  120.  
  121. #Focus for New Tools
  122. focus = {
  123. id = Warden Empire_new_tools
  124. icon = GFX_goal_unknown ##Unfortunately, the tool could not find your icon in the game's files
  125. x = 0
  126. y = 2
  127. cost = 5
  128. available_if_capitulated = yes
  129. prerequisite = { focus = Warden Empire_increase_production }
  130. ai_will_do = {
  131. factor = 1
  132. }
  133. completion_reward = {
  134. add_tech_bonus = {
  135. name = industrial_bonus
  136. bonus = 1.0
  137. uses = 1
  138. category = industry
  139. }
  140. }
  141. }
  142.  
  143. #Focus for Keep The Economy Flowing
  144. focus = {
  145. id = Warden Empire_keep_the_economy_flowing
  146. icon = GFX_goal_generic_construct_civilian
  147. x = 2
  148. y = 5
  149. cost = 10
  150. available_if_capitulated = yes
  151. prerequisite = { focus = Warden Empire_rebuild_the_economy }
  152. ai_will_do = {
  153. factor = 1
  154. }
  155. completion_reward = {
  156. add_ideas= wardE3
  157. }
  158. }
  159.  
  160. #Focus for Restart the Arms Factories
  161. focus = {
  162. id = Warden Empire_restart_the_arms_factories
  163. icon = GFX_goal_generic_construct_mil_factory
  164. x = 10
  165. y = 0
  166. cost = 5
  167. available_if_capitulated = yes
  168. ai_will_do = {
  169. factor = 1
  170. }
  171. completion_reward = {
  172. army_experience= 10navy_experience= 10air_experience= 10
  173. }
  174. }
  175.  
  176. #Focus for Increase Production
  177. focus = {
  178. id = Warden Empire_increase_production
  179. icon = GFX_goal_generic_production2
  180. x = 0
  181. y = 1
  182. cost = 5
  183. available_if_capitulated = yes
  184. prerequisite = { focus = Warden Empire_address_the_civilian_economy }
  185. ai_will_do = {
  186. factor = 1
  187. }
  188. completion_reward = {
  189. add_ideas= wardE1
  190. }
  191. }
  192.  
  193. #Focus for Build New Highways
  194. focus = {
  195. id = Warden Empire_build_new_highways
  196. icon = GFX_goal_generic_construct_infrastructure
  197. x = 4
  198. y = 1
  199. cost = 5
  200. available_if_capitulated = yes
  201. prerequisite = { focus = Warden Empire_address_the_civilian_economy }
  202. ai_will_do = {
  203. factor = 1
  204. }
  205. completion_reward = {
  206. random_owned_controlled_state = {
  207. limit = {
  208. free_building_slots = {
  209. building = infrastructure
  210. size > 0
  211. }
  212. OR = {
  213. is_in_home_area = yes
  214. NOT = {
  215. owner = {
  216. any_owned_state = {
  217. free_building_slots = {
  218. building = infrastructure
  219. size > 0
  220. }
  221. is_in_home_area = yes
  222. }
  223. }
  224. }
  225. }
  226. }
  227. }
  228. }
  229. } #This may not be in the right place. If your focus tree is having issues, check the above focus, as this closing brace was added to close the focus.
  230.  
  231. #Focus for Build Some Factories
  232. focus = {
  233. id = Warden Empire_build_some_factories
  234. icon = GFX_goal_generic_construct_civ_factory
  235. x = 2
  236. y = 1
  237. cost = 5
  238. available_if_capitulated = yes
  239. prerequisite = { focus = Warden Empire_address_the_civilian_economy }
  240. ai_will_do = {
  241. factor = 1
  242. }
  243. completion_reward = {
  244. level = 2
  245. instant_build = yes
  246. }
  247. }
  248.  
  249.  
  250. #Focus for Befriend the Ottomans
  251. focus = {
  252. id = Warden Empire_befriend_the_ottomans
  253. icon = GFX_goal_generic_improve_relations
  254. x = 21
  255. y = 3
  256. cost = 10
  257. available_if_capitulated = yes
  258. prerequisite = { focus = Warden Empire_focus_on_the_east }
  259. ai_will_do = {
  260. factor = 1
  261. }
  262. completion_reward = {
  263. add_opinion_modifier= {
  264. target = OTT
  265. modifier = ita_diplomacy_focus
  266. }
  267. }
  268. }
  269.  
  270. #Focus for Befriend Romania-Bulgaria
  271. focus = {
  272. id = Warden Empire_befriend_romaniabulgaria
  273. icon = GFX_goal_generic_improve_relations
  274. x = 19
  275. y = 3
  276. cost = 5
  277. available_if_capitulated = yes
  278. prerequisite = { focus = Warden Empire_focus_on_the_east }
  279. ai_will_do = {
  280. factor = 1
  281. }
  282. completion_reward = {
  283. add_opinion_modifier= {
  284. target = RMB
  285. modifier = ita_diplomacy_focus
  286. }
  287. }
  288. }
  289.  
  290. #Focus for Befriend Hungary
  291. focus = {
  292. id = Warden Empire_befriend_hungary
  293. icon = GFX_goal_generic_major_alliance
  294. x = 17
  295. y = 3
  296. cost = 5
  297. available_if_capitulated = yes
  298. prerequisite = { focus = Warden Empire_focus_on_the_east }
  299. ai_will_do = {
  300. factor = 1
  301. }
  302. completion_reward = {
  303. add_opinion_modifier= {
  304. target = HUG
  305. modifier = ita_diplomacy_focus
  306. }
  307. }
  308. }
  309.  
  310. #Focus for The Empire has Risen Again!
  311. focus = {
  312. id = Warden Empire_the_empire_has_risen_again
  313. icon = GFX_goal_support_democracy
  314. x = 15
  315. y = 5
  316. cost = 10
  317. available_if_capitulated = yes
  318. prerequisite = { focus = Warden Empire_appease_the_upper_class }
  319. ai_will_do = {
  320. factor = 1
  321. }
  322. completion_reward = {
  323. remove_ideas= ward1
  324. add_ideas = wardF2
  325. }
  326. }
  327.  
  328. #Focus for Crusade Against Austria
  329. focus = {
  330. id = Warden Empire_crusade_against_austria
  331. icon = GFX_focus_mex_restore_the_army_of_christ
  332. x = 27
  333. y = 7
  334. cost = 10
  335. available_if_capitulated = yes
  336. prerequisite = {
  337. focus = Warden Empire_reclaim_our_power_once_again
  338. focus = Warden Empire_army_of_aggression
  339. }
  340. ai_will_do = {
  341. factor = 1
  342. }
  343. bypass = {
  344. has_defensive_war_with= AUT
  345. has_offensive_war_with = AUT
  346. }
  347. completion_reward = {
  348. create_wargoal= {
  349. type = annex_everything
  350. target = AUT
  351. }
  352. }
  353. }
  354.  
  355. #Focus for Focus on the East
  356. focus = {
  357. id = Warden Empire_focus_on_the_east
  358. icon = GFX_goal_generic_intelligence_exchange
  359. x = 17
  360. y = 2
  361. cost = 5
  362. available_if_capitulated = yes
  363. prerequisite = { focus = Warden Empire_focus_on_alliances }
  364. mutually_exclusive = { focus = Warden Empire_focus_on_the_west }
  365. ai_will_do = {
  366. factor = 1
  367. }
  368. completion_reward = {
  369. add_political_power= 150
  370. }
  371. }
  372.  
  373. #Focus for Finalize Unions and Worker Rights
  374. focus = {
  375. id = Warden Empire_finalize_unions_and_worker_rights
  376. icon = GFX_goal_support_fourth_int
  377. x = 15
  378. y = 3
  379. cost = 5
  380. available_if_capitulated = yes
  381. prerequisite = { focus = Warden Empire_give_workers_better_rights }
  382. ai_will_do = {
  383. factor = 1
  384. }
  385. completion_reward = {
  386. add_ideas= wardF1
  387. }
  388. }
  389.  
  390. #Focus for Appease the Upper Class
  391. focus = {
  392. id = Warden Empire_appease_the_upper_class
  393. icon = GFX_goal_generic_forceful_treaty
  394. x = 15
  395. y = 4
  396. cost = 10
  397. available_if_capitulated = yes
  398. prerequisite = { focus = Warden Empire_finalize_unions_and_worker_rights }
  399. ai_will_do = {
  400. factor = 1
  401. }
  402. completion_reward = {
  403. add_stability= 0.1
  404. }
  405. }
  406.  
  407. #Focus for Focus on Expansion
  408. focus = {
  409. id = Warden Empire_focus_on_expansion
  410. icon = GFX_goal_generic_position_armies
  411. x = 30
  412. y = 1
  413. cost = 5
  414. available_if_capitulated = yes
  415. prerequisite = { focus = Warden Empire_revisit_diplomatic_policy }
  416. mutually_exclusive = { focus = Warden Empire_focus_on_alliances }
  417. ai_will_do = {
  418. factor = 1
  419. }
  420. completion_reward = {
  421. add_political_power= 150
  422. }
  423. }
  424.  
  425. #Focus for Give Workers Better Rights
  426. focus = {
  427. id = Warden Empire_give_workers_better_rights
  428. icon = GFX_goal_generic_soviet_construction
  429. x = 15
  430. y = 2
  431. cost = 10
  432. available_if_capitulated = yes
  433. prerequisite = { focus = Warden Empire_focus_on_inner_problems }
  434. ai_will_do = {
  435. factor = 1
  436. }
  437. completion_reward = {
  438. add_stability= 0.1
  439. production_speed_industrial_complex_factor = 0.1
  440. }
  441. }
  442.  
  443. #Focus for Final Military Restructure
  444. focus = {
  445. id = Warden Empire_final_military_restructure
  446. icon = GFX_goal_molotov_ribbentrop_pact
  447. x = 6
  448. y = 8
  449. cost = 15
  450. available_if_capitulated = yes
  451. prerequisite = { focus = Warden Empire_doctrine_modernization }
  452. ai_will_do = {
  453. factor = 1
  454. }
  455. completion_reward = {
  456. remove_ideas= ward3
  457. }
  458. }
  459.  
  460. #Focus for Focus On Inner Problems
  461. focus = {
  462. id = Warden Empire_focus_on_inner_problems
  463. icon = GFX_goal_generic_propaganda
  464. x = 15
  465. y = 1
  466. cost = 5
  467. available_if_capitulated = yes
  468. prerequisite = { focus = Warden Empire_revisit_diplomatic_policy }
  469. ai_will_do = {
  470. factor = 1
  471. }
  472. completion_reward = {
  473. add_stability= 0.1
  474. }
  475. }
  476.  
  477. #Focus for Focus on Alliances
  478. focus = {
  479. id = Warden Empire_focus_on_alliances
  480. icon = GFX_goal_tfv_strengthen_commonwealth_ties
  481. x = 22
  482. y = 1
  483. cost = 5
  484. available_if_capitulated = yes
  485. prerequisite = { focus = Warden Empire_revisit_diplomatic_policy }
  486. mutually_exclusive = { focus = Warden Empire_focus_on_expansion }
  487. ai_will_do = {
  488. factor = 1
  489. }
  490. completion_reward = {
  491. add_political_power= 150
  492. }
  493. }
  494.  
  495. #Focus for Oshida's Offensive Doctrine
  496. focus = {
  497. id = Warden Empire_oshidas_offensive_doctrine
  498. icon = GFX_goal_generic_political_pressure
  499. x = 7
  500. y = 5
  501. cost = 5
  502. available_if_capitulated = yes
  503. prerequisite = { focus = Warden Empire_better_artillery }
  504. mutually_exclusive = { focus = Warden Empire_andous_defensive_doctrine }
  505. ai_will_do = {
  506. factor = 1
  507. }
  508. completion_reward = {
  509. add_ideas= ward7
  510. }
  511. }
  512.  
  513. #Focus for Fort Building
  514. focus = {
  515. id = Warden Empire_fort_building
  516. icon = GFX_goal_generic_construct_military
  517. x = 5
  518. y = 6
  519. cost = 5
  520. available_if_capitulated = yes
  521. prerequisite = { focus = Warden Empire_andous_defensive_doctrine }
  522. ai_will_do = {
  523. factor = 1
  524. }
  525. completion_reward = {
  526. add_ideas= ward8
  527. }
  528. }
  529.  
  530. #Focus for Attack at all Costs
  531. focus = {
  532. id = Warden Empire_attack_at_all_costs
  533. icon = GFX_focus_prc_infiltration
  534. x = 7
  535. y = 6
  536. cost = 10
  537. available_if_capitulated = yes
  538. prerequisite = { focus = Warden Empire_oshidas_offensive_doctrine }
  539. ai_will_do = {
  540. factor = 1
  541. }
  542. completion_reward = {
  543. add_ideas= ward9
  544. }
  545. }
  546.  
  547. #Focus for Doctrine Modernization
  548. focus = {
  549. id = Warden Empire_doctrine_modernization
  550. icon = GFX_goal_generic_defence
  551. x = 6
  552. y = 7
  553. cost = 10
  554. available_if_capitulated = yes
  555. prerequisite = {
  556. focus = Warden Empire_attack_at_all_costs
  557. focus = Warden Empire_fort_building
  558. }
  559. ai_will_do = {
  560. factor = 1
  561. }
  562. completion_reward = {
  563. army_experience = 5
  564. add_tech_bonus = {
  565. name = land_doc_bonus
  566. bonus = 1.0
  567. uses = 1
  568. category = land_doctrine
  569. }
  570. }
  571. }
  572.  
  573. #Focus for Andou's Defensive Doctrine
  574. focus = {
  575. id = Warden Empire_andous_defensive_doctrine
  576. icon = GFX_goal_generic_fortify_city
  577. x = 5
  578. y = 5
  579. cost = 5
  580. available_if_capitulated = yes
  581. prerequisite = { focus = Warden Empire_doctrine_changes }
  582. mutually_exclusive = { focus = Warden Empire_oshidas_offensive_doctrine }
  583. ai_will_do = {
  584. factor = 1
  585. }
  586. completion_reward = {
  587. add_ideas= ward6
  588. }
  589. }
  590.  
  591. #Focus for Better Artillery
  592. focus = {
  593. id = Warden Empire_better_artillery
  594. icon = GFX_goal_generic_axis_build_infantry
  595. x = 6
  596. y = 3
  597. cost = 5
  598. available_if_capitulated = yes
  599. prerequisite = { focus = Warden Empire_new_rifles }
  600. ai_will_do = {
  601. factor = 1
  602. }
  603. completion_reward = {
  604. add_tech_bonus = {
  605. name = infantry_artillery_bonus #@#
  606. bonus = 1.0
  607. uses = 1
  608. category = infantry_weapons
  609. category = artillery
  610. }
  611. }
  612. }
  613.  
  614.  
  615. #Focus for Doctrine Changes
  616. focus = {
  617. id = Warden Empire_doctrine_changes
  618. icon = GFX_goal_poland_goal
  619. x = 6
  620. y = 4
  621. cost = 5
  622. available_if_capitulated = yes
  623. prerequisite = { focus = Warden Empire_better_artillery }
  624. ai_will_do = {
  625. factor = 1
  626. }
  627. completion_reward = {
  628. army_experience = 5
  629. add_tech_bonus = {
  630. name = land_doc_bonus
  631. bonus = 1.0
  632. uses = 1
  633. category = land_doctrine
  634. }
  635. }
  636. }
  637.  
  638. #Focus for Mass Production Factories
  639. focus = {
  640. id = Warden Empire_mass_production_factories
  641. icon = GFX_goal_generic_construct_mil_factory
  642. x = 8
  643. y = 3
  644. cost = 10
  645. available_if_capitulated = yes
  646. prerequisite = { focus = Warden Empire_more_military_factories }
  647. ai_will_do = {
  648. factor = 1
  649. }
  650. completion_reward = {
  651. add_ideas= wardM2
  652. }
  653. }
  654.  
  655. #Focus for Violate Swiss Neutrality
  656. focus = {
  657. id = Warden Empire_violate_swiss_neutrality
  658. icon = GFX_goal_generic_major_war
  659. x = 32
  660. y = 4
  661. cost = 10
  662. available_if_capitulated = yes
  663. prerequisite = { focus = Warden Empire_invite_the_hungarians }
  664. ai_will_do = {
  665. factor = 1
  666. }
  667. completion_reward = {
  668. create_wargoal= {
  669. type = annex_everything
  670. target = SWC
  671. }
  672. }
  673. }
  674.  
  675. #Focus for Large Navy Focus
  676. focus = {
  677. id = Warden Empire_large_navy_focus
  678. icon = GFX_goal_generic_navy_doctrines_tactics
  679. x = 10
  680. y = 4
  681. cost = 10
  682. available_if_capitulated = yes
  683. prerequisite = { focus = Warden Empire_new_ship_designs }
  684. ai_will_do = {
  685. factor = 1
  686. }
  687. completion_reward = {
  688. add_tech_bonus = {
  689. name = fleet_in_being_bonus
  690. bonus = 1.0
  691. uses = 2
  692. category = fleet_in_being_tree
  693. }
  694. }
  695. }
  696.  
  697.  
  698. #Focus for Fighter Focus
  699. focus = {
  700. id = Warden Empire_fighter_focus
  701. icon = GFX_goal_generic_air_fighter2
  702. x = 12
  703. y = 3
  704. cost = 5
  705. available_if_capitulated = yes
  706. prerequisite = { focus = Warden Empire_rebuild_more_airbases }
  707. ai_will_do = {
  708. factor = 1
  709. }
  710. completion_reward = {
  711. add_tech_bonus = {
  712. name = fighter_bonus
  713. bonus = 1.0
  714. uses = 2
  715. technology = early_fighter
  716. technology = fighter1
  717. technology = fighter2
  718. technology = fighter3
  719. }
  720. }
  721. }
  722.  
  723.  
  724. #Focus for Heavier Aircraft Designs
  725. focus = {
  726. id = Warden Empire_heavier_aircraft_designs
  727. icon = GFX_goal_generic_CAS
  728. x = 12
  729. y = 4
  730. cost = 10
  731. available_if_capitulated = yes
  732. prerequisite = { focus = Warden Empire_fighter_focus }
  733. ai_will_do = {
  734. factor = 1
  735. }
  736. completion_reward = {
  737. add_tech_bonus = {
  738. name = fighter_bonus
  739. bonus = 1.0
  740. uses = 2
  741. technology = heavy_fighter1
  742. technology = heavy_fighter2
  743. technology = heavy_fighter3
  744. }
  745. }
  746. }
  747.  
  748.  
  749. #Focus for Build More Dockyards
  750. focus = {
  751. id = Warden Empire_build_more_dockyards
  752. icon = GFX_goal_generic_construct_naval_dockyard
  753. x = 10
  754. y = 2
  755. cost = 5
  756. available_if_capitulated = yes
  757. prerequisite = { focus = Warden Empire_fund_the_navy }
  758. ai_will_do = {
  759. factor = 1
  760. }
  761. completion_reward = {
  762. if = {
  763. limit = {
  764. NOT = {
  765. any_owned_state = {
  766. dockyard > 0
  767. free_building_slots = {
  768. building = dockyard
  769. size > 2
  770. include_locked = yes
  771. }
  772. }
  773. }
  774. any_owned_state = {
  775. is_coastal = yes
  776. }
  777. }
  778. random_owned_controlled_state = {
  779. limit = {
  780. is_coastal = yes
  781. free_building_slots = {
  782. building = dockyard
  783. size > 2
  784. include_locked = yes
  785. }
  786. }
  787. add_extra_state_shared_building_slots = 3
  788. add_building_construction = {
  789. type = dockyard
  790. level = 3
  791. instant_build = yes
  792. }
  793. }
  794. set_country_flag = naval_effort_built
  795. }
  796. }
  797. }
  798.  
  799. #Focus for Fund the Military
  800. focus = {
  801. id = Warden Empire_fund_the_military
  802. icon = GFX_goal_generic_construct_mil_factory
  803. x = 8
  804. y = 1
  805. cost = 5
  806. available_if_capitulated = yes
  807. prerequisite = { focus = Warden Empire_restart_the_arms_factories }
  808. ai_will_do = {
  809. factor = 1
  810. }
  811. completion_reward = {
  812. random_owned_controlled_state = {
  813. limit = {
  814. free_building_slots = {
  815. building = arms_factory
  816. size > 0
  817. include_locked = yes
  818. }
  819. OR = {
  820. is_in_home_area = yes
  821. NOT = {
  822. owner = {
  823. any_owned_state = {
  824. free_building_slots = {
  825. building = arms_factory
  826. size > 0
  827. include_locked = yes
  828. }
  829. is_in_home_area = yes
  830. }
  831. }
  832. }
  833. }
  834. }
  835. }
  836. }
  837. } #This may not be in the right place. If your focus tree is having issues, check the above focus, as this closing brace was added to close the focus.
  838.  
  839. #Focus for Fund the Airforce
  840. focus = {
  841. id = Warden Empire_fund_the_airforce
  842. icon = GFX_goal_generic_build_airforce
  843. x = 12
  844. y = 1
  845. cost = 5
  846. available_if_capitulated = yes
  847. prerequisite = { focus = Warden Empire_restart_the_arms_factories }
  848. mutually_exclusive = { focus = Warden Empire_fund_the_navy }
  849. ai_will_do = {
  850. factor = 1
  851. }
  852. completion_reward = {
  853. if = {
  854. limit = {
  855. capital_scope = {
  856. NOT = {
  857. free_building_slots = {
  858. building = air_base
  859. size > 1
  860. }
  861. }
  862. }
  863. }
  864. random_owned_controlled_state = {
  865. limit = {
  866. free_building_slots = {
  867. building = air_base
  868. size > 1
  869. }
  870. }
  871. add_building_construction = {
  872. type = air_base
  873. level = 2
  874. instant_build = yes
  875. }
  876. ROOT = { set_country_flag = aviation_effort_AB }
  877. }
  878. }
  879. }
  880. }
  881.  
  882. #Focus for Fund the Navy
  883. focus = {
  884. id = Warden Empire_fund_the_navy
  885. icon = GFX_goal_generic_navy_battleship
  886. x = 10
  887. y = 1
  888. cost = 5
  889. available_if_capitulated = yes
  890. prerequisite = { focus = Warden Empire_restart_the_arms_factories }
  891. mutually_exclusive = { focus = Warden Empire_fund_the_airforce }
  892. ai_will_do = {
  893. factor = 1
  894. }
  895. completion_reward = {
  896. if = {
  897. limit = {
  898. NOT = {
  899. any_owned_state = {
  900. dockyard > 0
  901. free_building_slots = {
  902. building = dockyard
  903. size > 2
  904. include_locked = yes
  905. }
  906. }
  907. }
  908. any_owned_state = {
  909. is_coastal = yes
  910. }
  911. }
  912. }
  913. }
  914. } #This may not be in the right place. If your focus tree is having issues, check the above focus, as this closing brace was added to close the focus.
  915.  
  916. #Focus for Fund Unions
  917. focus = {
  918. id = Warden Empire_fund_unions
  919. icon = GFX_goal_generic_construct_civ_factory
  920. x = 2
  921. y = 3
  922. cost = 10
  923. available_if_capitulated = yes
  924. prerequisite = { focus = Warden Empire_new_ways_to_build_more_factories }
  925. ai_will_do = {
  926. factor = 1
  927. }
  928. completion_reward = {
  929. add_ideas= wardE2
  930. add_political_power = 150
  931. }
  932. }
  933.  
  934. #Focus for Connect the Nation
  935. focus = {
  936. id = Warden Empire_connect_the_nation
  937. icon = GFX_goal_generic_construct_infrastructure
  938. x = 4
  939. y = 3
  940. cost = 10
  941. available_if_capitulated = yes
  942. prerequisite = { focus = Warden Empire_build_more_highways }
  943. ai_will_do = {
  944. factor = 1
  945. }
  946. completion_reward = {
  947. random_owned_controlled_state = {
  948. limit = {
  949. free_building_slots = {
  950. building = infrastructure
  951. size > 0
  952. }
  953. OR = {
  954. is_in_home_area = yes
  955. NOT = {
  956. owner = {
  957. any_owned_state = {
  958. free_building_slots = {
  959. building = infrastructure
  960. size > 0
  961. }
  962. is_in_home_area = yes
  963. }
  964. }
  965. }
  966. }
  967. }
  968. }
  969. }
  970. } #This may not be in the right place. If your focus tree is having issues, check the above focus, as this closing brace was added to close the focus.
  971.  
  972. #Focus for Address the Civilian Economy
  973. focus = {
  974. id = Warden Empire_address_the_civilian_economy
  975. icon = GFX_goal_unknown ##Unfortunately, the tool could not find your icon in the game's files
  976. x = 2
  977. y = 0
  978. cost = 5
  979. available_if_capitulated = yes
  980. ai_will_do = {
  981. factor = 1
  982. }
  983. completion_reward = {
  984. add_tech_bonus= {
  985. bonus = 0.5
  986. uses = 2
  987. category = industry
  988. }
  989. }
  990. }
  991.  
  992. #Focus for New Ways to Build More Factories
  993. focus = {
  994. id = Warden Empire_new_ways_to_build_more_factories
  995. icon = GFX_goal_generic_construct_civ_factory
  996. x = 2
  997. y = 2
  998. cost = 5
  999. available_if_capitulated = yes
  1000. prerequisite = { focus = Warden Empire_build_some_factories }
  1001. ai_will_do = {
  1002. factor = 1
  1003. }
  1004. completion_reward = {
  1005. add_tech_bonus = {
  1006. name = industrial_bonus
  1007. bonus = 1.0
  1008. uses = 1
  1009. category = industry
  1010. }
  1011.  
  1012. level = 2
  1013. instant_build = yes
  1014. }
  1015. }
  1016.  
  1017.  
  1018. #Focus for Even Better Tools!
  1019. focus = {
  1020. id = Warden Empire_even_better_tools
  1021. icon = GFX_goal_unknown ##Unfortunately, the tool could not find your icon in the game's files
  1022. x = 0
  1023. y = 3
  1024. cost = 10
  1025. available_if_capitulated = yes
  1026. prerequisite = { focus = Warden Empire_new_tools }
  1027. ai_will_do = {
  1028. factor = 1
  1029. }
  1030. completion_reward = {
  1031. add_tech_bonus = {
  1032. name = industrial_bonus
  1033. bonus = 1.0
  1034. uses = 2
  1035. category = industry
  1036. }
  1037. }
  1038. }
  1039.  
  1040. #Focus for Build More Highways
  1041. focus = {
  1042. id = Warden Empire_build_more_highways
  1043. icon = GFX_goal_generic_construct_infrastructure
  1044. x = 4
  1045. y = 2
  1046. cost = 5
  1047. available_if_capitulated = yes
  1048. prerequisite = { focus = Warden Empire_build_new_highways }
  1049. ai_will_do = {
  1050. factor = 1
  1051. }
  1052. completion_reward = {
  1053. random_owned_controlled_state = {
  1054. limit = {
  1055. free_building_slots = {
  1056. building = infrastructure
  1057. size > 0
  1058. }
  1059. OR = {
  1060. is_in_home_area = yes
  1061. NOT = {
  1062. owner = {
  1063. any_owned_state = {
  1064. free_building_slots = {
  1065. building = infrastructure
  1066. size > 0
  1067. }
  1068. is_in_home_area = yes
  1069. }
  1070. }
  1071. }
  1072. }
  1073. }
  1074. }
  1075. }
  1076. } #This may not be in the right place. If your focus tree is having issues, check the above focus, as this closing brace was added to close the focus.
  1077.  
  1078. #Focus for New Ship Designs
  1079. focus = {
  1080. id = Warden Empire_new_ship_designs
  1081. icon = GFX_goal_generic_navy_cruiser
  1082. x = 10
  1083. y = 3
  1084. cost = 5
  1085. available_if_capitulated = yes
  1086. prerequisite = { focus = Warden Empire_build_more_dockyards }
  1087. ai_will_do = {
  1088. factor = 1
  1089. }
  1090. completion_reward = {
  1091. add_tech_bonus = {
  1092. name = sub_op_bonus
  1093. bonus = 1.0
  1094. uses = 2
  1095. technology = convoy_interdiction_ti
  1096. technology = unrestricted_submarine_warfare
  1097. technology = wolfpacks
  1098. technology = advanced_submarine_warfare
  1099. technology = combined_operations_raiding
  1100. }
  1101. }
  1102. }
  1103.  
  1104.  
  1105. #Focus for Rebuild More Airbases
  1106. focus = {
  1107. id = Warden Empire_rebuild_more_airbases
  1108. icon = GFX_focus_YUG_ikarus
  1109. x = 12
  1110. y = 2
  1111. cost = 5
  1112. available_if_capitulated = yes
  1113. prerequisite = { focus = Warden Empire_fund_the_airforce }
  1114. ai_will_do = {
  1115. factor = 1
  1116. }
  1117. completion_reward = {
  1118. random_owned_controlled_state = {
  1119. limit = {
  1120. free_building_slots = {
  1121. building = air_base
  1122. size > 1
  1123. }
  1124. }
  1125. }
  1126. }
  1127. } #This may not be in the right place. If your focus tree is having issues, check the above focus, as this closing brace was added to close the focus.
  1128.  
  1129. #Focus for Revisit Diplomatic Policy
  1130. focus = {
  1131. id = Warden Empire_revisit_diplomatic_policy
  1132. icon = GFX_goal_generic_major_alliance
  1133. x = 18
  1134. y = 0
  1135. cost = 5
  1136. available_if_capitulated = yes
  1137. ai_will_do = {
  1138. factor = 1
  1139. }
  1140. completion_reward = {
  1141. add_stability= 0.01
  1142. add_political_power = 150
  1143. }
  1144. }
  1145.  
  1146. #Focus for Focus on the West
  1147. focus = {
  1148. id = Warden Empire_focus_on_the_west
  1149. icon = GFX_goal_generic_intelligence_exchange
  1150. x = 27
  1151. y = 2
  1152. cost = 5
  1153. available_if_capitulated = yes
  1154. prerequisite = { focus = Warden Empire_focus_on_alliances }
  1155. mutually_exclusive = { focus = Warden Empire_focus_on_the_east }
  1156. ai_will_do = {
  1157. factor = 1
  1158. }
  1159. completion_reward = {
  1160. add_political_power= 150
  1161. }
  1162. }
  1163.  
  1164. #Focus for Invite Hungary
  1165. focus = {
  1166. id = Warden Empire_invite_hungary
  1167. icon = GFX_goal_generic_defence
  1168. x = 17
  1169. y = 4
  1170. cost = 5
  1171. available_if_capitulated = yes
  1172. prerequisite = { focus = Warden Empire_befriend_hungary }
  1173. ai_will_do = {
  1174. factor = 1
  1175. }
  1176. bypass = {
  1177. HUG = {
  1178. is_in_faction = yes
  1179. is_subject = yes
  1180. }
  1181. }
  1182. completion_reward = {
  1183. add_to_faction= HUG
  1184. }
  1185. }
  1186.  
  1187. #Focus for Invite Romania-Bulgaria
  1188. focus = {
  1189. id = Warden Empire_invite_romaniabulgaria
  1190. icon = GFX_goal_generic_defence
  1191. x = 19
  1192. y = 4
  1193. cost = 10
  1194. available_if_capitulated = yes
  1195. prerequisite = { focus = Warden Empire_befriend_romaniabulgaria }
  1196. ai_will_do = {
  1197. factor = 1
  1198. }
  1199. bypass = {
  1200. RMB = {
  1201. is_in_faction = yes
  1202. is_subject = yes
  1203. }
  1204. }
  1205. completion_reward = {
  1206. add_to_faction= RMB
  1207. }
  1208. }
  1209.  
  1210. #Focus for Invite the Ottomans
  1211. focus = {
  1212. id = Warden Empire_invite_the_ottomans
  1213. icon = GFX_goal_generic_defence
  1214. x = 21
  1215. y = 4
  1216. cost = 10
  1217. available_if_capitulated = yes
  1218. prerequisite = { focus = Warden Empire_befriend_the_ottomans }
  1219. ai_will_do = {
  1220. factor = 1
  1221. }
  1222. bypass = {
  1223. OTT = {
  1224. is_in_faction = yes
  1225. is_subject = yes
  1226. }
  1227. }
  1228. completion_reward = {
  1229. add_to_faction= OTT
  1230. }
  1231. }
  1232.  
  1233. #Focus for Reclaim our Power Once Again
  1234. focus = {
  1235. id = Warden Empire_reclaim_our_power_once_again
  1236. icon = GFX_focus_generic_support_the_left_right
  1237. x = 22
  1238. y = 6
  1239. cost = 10
  1240. available_if_capitulated = yes
  1241. prerequisite = {
  1242. focus = Warden Empire_european_friendship
  1243. focus = Warden Empire_consolidate_the_alliance
  1244. }
  1245. ai_will_do = {
  1246. factor = 1
  1247. }
  1248. completion_reward = {
  1249. add_ideas= wardF3
  1250. }
  1251. }
  1252.  
  1253. #Focus for Consolidate the Alliance
  1254. focus = {
  1255. id = Warden Empire_consolidate_the_alliance
  1256. icon = GFX_goal_molotov_ribbentrop_pact
  1257. x = 19
  1258. y = 5
  1259. cost = 10
  1260. available_if_capitulated = yes
  1261. prerequisite = {
  1262. focus = Warden Empire_invite_hungary
  1263. }
  1264. prerequisite = {
  1265. focus = Warden Empire_invite_romaniabulgaria
  1266. }
  1267. prerequisite = {
  1268. focus = Warden Empire_invite_the_ottomans
  1269. }
  1270. ai_will_do = {
  1271. factor = 1
  1272. }
  1273. completion_reward = {
  1274. add_political_power= 150
  1275. }
  1276. }
  1277.  
  1278. #Focus for Befriend France
  1279. focus = {
  1280. id = Warden Empire_befriend_france
  1281. icon = GFX_goal_generic_improve_relations
  1282. x = 23
  1283. y = 3
  1284. cost = 10
  1285. available_if_capitulated = yes
  1286. prerequisite = { focus = Warden Empire_focus_on_the_west }
  1287. ai_will_do = {
  1288. factor = 1
  1289. }
  1290. completion_reward = {
  1291. add_opinion_modifier= {
  1292. target = FRC
  1293. modifier = ita_diplomacy_focus
  1294. }
  1295. }
  1296. }
  1297.  
  1298. #Focus for Befriend The British
  1299. focus = {
  1300. id = Warden Empire_befriend_the_british
  1301. icon = GFX_goal_generic_improve_relations
  1302. x = 25
  1303. y = 3
  1304. cost = 10
  1305. available_if_capitulated = yes
  1306. prerequisite = { focus = Warden Empire_focus_on_the_west }
  1307. ai_will_do = {
  1308. factor = 1
  1309. }
  1310. completion_reward = {
  1311. add_opinion_modifier= {
  1312. target = BRT
  1313. modifier = ita_diplomacy_focus
  1314. }
  1315. }
  1316. }
  1317.  
  1318. #Focus for Befriend the Italians
  1319. focus = {
  1320. id = Warden Empire_befriend_the_italians
  1321. icon = GFX_goal_generic_improve_relations
  1322. x = 27
  1323. y = 3
  1324. cost = 10
  1325. available_if_capitulated = yes
  1326. prerequisite = { focus = Warden Empire_focus_on_the_west }
  1327. ai_will_do = {
  1328. factor = 1
  1329. }
  1330. completion_reward = {
  1331. add_opinion_modifier= {
  1332. target = ITL
  1333. modifier = ita_diplomacy_focus
  1334. }
  1335. }
  1336. }
  1337.  
  1338. #Focus for Invite France
  1339. focus = {
  1340. id = Warden Empire_invite_france
  1341. icon = GFX_goal_generic_defence
  1342. x = 23
  1343. y = 4
  1344. cost = 10
  1345. available_if_capitulated = yes
  1346. prerequisite = { focus = Warden Empire_befriend_france }
  1347. ai_will_do = {
  1348. factor = 1
  1349. }
  1350. bypass = {
  1351. FRC = {
  1352. is_in_faction = yes
  1353. is_subject = yes
  1354. }
  1355. }
  1356. completion_reward = {
  1357. add_to_faction= FRC
  1358. }
  1359. }
  1360.  
  1361. #Focus for Invite The British
  1362. focus = {
  1363. id = Warden Empire_invite_the_british
  1364. icon = GFX_goal_generic_defence
  1365. x = 25
  1366. y = 4
  1367. cost = 10
  1368. available_if_capitulated = yes
  1369. prerequisite = { focus = Warden Empire_befriend_the_british }
  1370. ai_will_do = {
  1371. factor = 1
  1372. }
  1373. bypass = {
  1374. BRT = {
  1375. is_in_faction = yes
  1376. is_subject = yes
  1377. }
  1378. }
  1379. completion_reward = {
  1380. add_to_faction= BRT
  1381. }
  1382. }
  1383.  
  1384. #Focus for Invite Italy
  1385. focus = {
  1386. id = Warden Empire_invite_italy
  1387. icon = GFX_goal_generic_defence
  1388. x = 27
  1389. y = 4
  1390. cost = 10
  1391. available_if_capitulated = yes
  1392. prerequisite = { focus = Warden Empire_befriend_the_italians }
  1393. ai_will_do = {
  1394. factor = 1
  1395. }
  1396. bypass = {
  1397. ITL = {
  1398. is_in_faction = yes
  1399. is_subject = yes
  1400. }
  1401. }
  1402. completion_reward = {
  1403. add_to_faction= ITL
  1404. }
  1405. }
  1406.  
  1407. #Focus for Invite the Hungarians
  1408. focus = {
  1409. id = Warden Empire_invite_the_hungarians
  1410. icon = GFX_goal_generic_secret_weapon
  1411. x = 30
  1412. y = 3
  1413. cost = 5
  1414. available_if_capitulated = yes
  1415. prerequisite = { focus = Warden Empire_warden_sphere }
  1416. ai_will_do = {
  1417. factor = 1
  1418. }
  1419. bypass = {
  1420. HUG = {
  1421. is_in_faction = yes
  1422. is_subject = yes
  1423. }
  1424. }
  1425. completion_reward = {
  1426. add_to_faction= HUG
  1427. }
  1428. }
  1429.  
  1430. #Focus for European Friendship
  1431. focus = {
  1432. id = Warden Empire_european_friendship
  1433. icon = GFX_focus_hol_the_foundations_of_defense
  1434. x = 25
  1435. y = 5
  1436. cost = 10
  1437. available_if_capitulated = yes
  1438. prerequisite = {
  1439. focus = Warden Empire_invite_italy
  1440. }
  1441. prerequisite = {
  1442. focus = Warden Empire_invite_the_british
  1443. }
  1444. prerequisite = {
  1445. focus = Warden Empire_invite_france
  1446. }
  1447. ai_will_do = {
  1448. factor = 1
  1449. }
  1450. completion_reward = {
  1451. add_political_power= 150
  1452. }
  1453. }
  1454.  
  1455. #Focus for Warden Sphere
  1456. focus = {
  1457. id = Warden Empire_warden_sphere
  1458. icon = GFX_goal_generic_occupy_states_ongoing_war
  1459. x = 30
  1460. y = 2
  1461. cost = 10
  1462. available_if_capitulated = yes
  1463. prerequisite = { focus = Warden Empire_focus_on_expansion }
  1464. ai_will_do = {
  1465. factor = 1
  1466. }
  1467. completion_reward = {
  1468. create_faction= 'Warden_Sphere'
  1469. }
  1470. }
  1471.  
  1472. #Focus for Invade the Kalmar Union
  1473. focus = {
  1474. id = Warden Empire_invade_the_kalmar_union
  1475. icon = GFX_goal_tfv_can_forced_quebec_conscription
  1476. x = 30
  1477. y = 4
  1478. cost = 10
  1479. available_if_capitulated = yes
  1480. prerequisite = { focus = Warden Empire_invite_the_hungarians }
  1481. ai_will_do = {
  1482. factor = 1
  1483. }
  1484. completion_reward = {
  1485. create_wargoal= {
  1486. type = annex_everything
  1487. target = KLM
  1488. }
  1489. }
  1490. }
  1491.  
  1492. #Focus for Invade the French
  1493. focus = {
  1494. id = Warden Empire_invade_the_french
  1495. icon = GFX_goal_generic_political_pressure
  1496. x = 32
  1497. y = 5
  1498. cost = 10
  1499. available_if_capitulated = yes
  1500. prerequisite = { focus = Warden Empire_violate_swiss_neutrality }
  1501. ai_will_do = {
  1502. factor = 1
  1503. }
  1504. completion_reward = {
  1505. create_wargoal= {
  1506. type = annex_everything
  1507. target = FRC
  1508. }
  1509. }
  1510. }
  1511.  
  1512. #Focus for Invade Finland
  1513. focus = {
  1514. id = Warden Empire_invade_finland
  1515. icon = GFX_focus_invite_finland
  1516. x = 30
  1517. y = 5
  1518. cost = 10
  1519. available_if_capitulated = yes
  1520. prerequisite = { focus = Warden Empire_invade_the_kalmar_union }
  1521. ai_will_do = {
  1522. factor = 1
  1523. }
  1524. completion_reward = {
  1525. create_wargoal= {
  1526. type = annex_everything
  1527. target = FLN
  1528. }
  1529. }
  1530. }
  1531.  
  1532. #Focus for Army of Aggression
  1533. focus = {
  1534. id = Warden Empire_army_of_aggression
  1535. icon = GFX_goal_demand_sudetenland
  1536. x = 31
  1537. y = 6
  1538. cost = 10
  1539. available_if_capitulated = yes
  1540. prerequisite = {
  1541. focus = Warden Empire_invade_finland
  1542. }
  1543. prerequisite = {
  1544. focus = Warden Empire_invade_the_french
  1545. }
  1546. ai_will_do = {
  1547. factor = 1
  1548. }
  1549. completion_reward = {
  1550. add_ideas= wardF4
  1551. }
  1552. }
  1553.  
  1554. #End of focuses
  1555. }
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