General_Galaxy
I might work on it, but i wont have much time as my exams are coming soon.
Ill try to think of some ideas.
This happened to me too. You have to go into the script and remove some things, like ">". Also, some images don't load and I think break the tree. Search Generic in the images to show the ones you can use.
I noticed that sometimes > appears but i decided not to touch it. Thanks for the help
focus_tree = {
id = hol
continuous_focus_position = { x = 0 y = 1000 }
country = {
factor = 0
modifier = {
add = 10
tag = HOL
}
}
#Question of the Colonies
focus = {
id = HOL_question_of_the_colonies
icon = GFX_goal_generic_demand_territory
x = 4
y = 0
cost = 10
search_filters = {
FOCUS_FILTER_POLITICAL
}
completion_reward = {
add_political_power = 120
}
}
#Develop the Cape Colony
focus = {
id = HOL_develop_the_cape_colony
icon = GFX_focus_generic_africa_factory
x = 0
y = 1
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_question_of_the_colonies }
available = {
has_full_control_of_state = 681
}
completion_reward = {
681 ={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
} } add_extra_state_shared_building_slots = 2
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
} set_state_flag = HOLCAPE1
}
}
}
#Develop Greater New Holland
focus = {
id = HOL_develop_greater_new_holland
icon = GFX_focus_generic_industry_3
x = 4
y = 1
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_question_of_the_colonies }
available = {
has_full_control_of_state = 285
has_full_control_of_state = 521
}
bypass = {
285 ={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
set_state_flag = HOLAUS1
}
521 ={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
set_state_flag = HOLAUS2
}
}
}
#Develop the East Indies
focus = {
id = HOL_develop_the_east_indies
icon = GFX_focus_generic_industry_3
x = 6
y = 1
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_question_of_the_colonies }
available = {
has_full_control_of_state = 335
has_full_control_of_state = 667
}
completion_reward = {
335={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
set_state_flag = HOLIND1
}
667={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
set_state_flag = HOLIND2
}
}
}
#Expand New Amsterdam Port
focus = {
id = HOL_expand_new_amsterdam_port
icon = GFX_goal_generic_amphibious_assault
x = 8
y = 1
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_question_of_the_colonies }
available = {
has_full_control_of_state = 358
has_full_control_of_state = 359
}
completion_reward = {
358={
limit = {
free_building_slots = {
building = dockyard
size > 0
include_locked = yes
} } add_extra_state_shared_building_slots = 1
add_building_construction = {
type = dockyard
level = 1
instant_build = yes
} set_state_flag = HOLYORK1
}
359={
limit = {
free_building_slots = {
building = dockyard
size > 0
include_locked = yes
} } add_extra_state_shared_building_slots = 1
add_building_construction = {
type = dockyard
level = 1
instant_build = yes
} set_state_flag = HOLYORK2
}
}
}
#Develop Dutch West Africa
focus = {
id = HOL_develop_dutch_west_africa
icon = GFX_HOL_develop_dutch_west_africa-104
x = 2
y = 1
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_question_of_the_colonies }
available = {
has_full_control_of_state = 272
has_full_control_of_state = 700
has_full_control_of_state = 701
has_full_control_of_state = 298
}
completion_reward = {
272 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}}
700 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}}
701 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}}
298 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}}
}
}
#Expand Senegal Harbour
focus = {
id = HOL_expand_senegal_harbour
icon = GFX_focus_generic_africa_naval
x = 2
y = 2
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_develop_dutch_west_africa }
available = {
has_full_control_of_state = 272
}
completion_reward = {
272 ={
limit = {
free_building_slots = {
building = dockyard
size > 0
include_locked = yes
} } add_extra_state_shared_building_slots = 1
add_building_construction = {
type = dockyard
level = 1
instant_build = yes
} set_state_flag = HOLSEN1
}
}
}
#Expand Cape's Infrastructure
focus = {
id = HOL_expand_capes_infrastructure
icon = GFX_focus_generic_africa_infrastructure
x = 0
y = 2
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_develop_the_cape_colony }
available = {
has_full_control_of_state = 681
has_full_control_of_state = 719
has_full_control_of_state = 275
has_full_control_of_state = 542
has_full_control_of_state = 541
}
completion_reward = {
681 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}
}
719 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}
}
275 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}
}
542 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}
}
541 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}
}
}
}
#Develop Lesser New Holland
focus = {
id = HOL_develop_lesser_new_holland
icon = GFX_focus_generic_industry_3
x = 4
y = 2
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_develop_greater_new_holland }
available = {
has_full_control_of_state = 284
has_full_control_of_state = 723
}
completion_reward = {
723 ={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
set_state_flag = HOLNZ1
}
284 ={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
set_state_flag = HOLNZ2
}
}
}
#Fortify New Amsterdam
focus = {
id = HOL_fortify_new_amsterdam
icon = GFX_goal_generic_fortify_city
x = 8
y = 2
cost = 10
search_filters = {
FOCUS_FILTER_POLITICAL
}
prerequisite = { focus = HOL_expand_new_amsterdam_port }
available = {
has_full_control_of_state = 358
}
completion_reward = {
add_building_construction = {
type = bunker
province = 3878
level =
instant_build = yes
}
add_political_power = 120
}
}
#Develop Oil in the Indies
focus = {
id = HOL_develop_oil_in_the_indies
icon = GFX_goal_generic_oil_refinery
x = 6
y = 2
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_develop_the_east_indies }
available = {
has_full_control_of_state = 672
has_full_control_of_state = 334
}
completion_reward = {
add_resource = {
type = oil
amount = 4
state = 672
}add_resource = {
type = oil
amount = 4
state = 334
}
}
}
#Remain as One
focus = {
id = HOL_remain_as_one
icon = GFX_focus_generic_monarchy_1
x = 3
y = 4
cost = 10
search_filters = {
FOCUS_FILTER_POLITICAL
}
prerequisite = { focus = HOL_expand_senegal_harbour focus = HOL_expand_capes_infrastructure focus = HOL_develop_lesser_new_holland focus = HOL_fortify_new_amsterdam focus = HOL_develop_oil_in_the_indies }
completion_reward = {
add_political_power = 300
add_war_support = 0.05
add_stability = 0.05
}
}
#Release Dominions
focus = {
id = HOL_release_dominions
icon = GFX_goal_generic_national_unity
x = 5
y = 4
cost = 10
search_filters = {
FOCUS_FILTER_POLITICAL
}
prerequisite = { focus = HOL_expand_senegal_harbour focus = HOL_expand_capes_infrastructure focus = HOL_develop_lesser_new_holland focus = HOL_fortify_new_amsterdam focus = HOL_develop_oil_in_the_indies }
mutually_exclusive = { focus = HOL_remain_as_one }
completion_reward = {
add_political_power = 120
add_stability = 0.1
add_war_support = 0.05
}
}
#Strengthen the Empire
focus = {
id = HOL_strengthen_the_empire
icon = GFX_goal_generic_political_pressure
x = 2
y = 5
cost = 10
search_filters = {
FOCUS_FILTER_STABILITY
}
prerequisite = { focus = HOL_remain_as_one }
completion_reward = {
army_experience = 25
add_stability = 0.05
}
}focus_tree = {
id = hol
continuous_focus_position = { x = 0 y = 1000 }
country = {
factor = 0
modifier = {
add = 10
tag = HOL
}
}
#Question of the Colonies
focus = {
id = HOL_question_of_the_colonies
icon = GFX_goal_generic_demand_territory
x = 4
y = 0
cost = 10
search_filters = {
FOCUS_FILTER_POLITICAL
}
completion_reward = {
add_political_power = 120
}
}
#Develop the Cape Colony
focus = {
id = HOL_develop_the_cape_colony
icon = GFX_focus_generic_africa_factory
x = 0
y = 1
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_question_of_the_colonies }
available = {
has_full_control_of_state = 681
}
completion_reward = {
681 ={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
} } add_extra_state_shared_building_slots = 2
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
} set_state_flag = HOLCAPE1
}
}
}
#Develop Greater New Holland
focus = {
id = HOL_develop_greater_new_holland
icon = GFX_focus_generic_industry_3
x = 4
y = 1
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_question_of_the_colonies }
available = {
has_full_control_of_state = 285
has_full_control_of_state = 521
}
bypass = {
285 ={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
set_state_flag = HOLAUS1
}
521 ={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
set_state_flag = HOLAUS2
}
}
}
#Develop the East Indies
focus = {
id = HOL_develop_the_east_indies
icon = GFX_focus_generic_industry_3
x = 6
y = 1
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_question_of_the_colonies }
available = {
has_full_control_of_state = 335
has_full_control_of_state = 667
}
completion_reward = {
335={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
set_state_flag = HOLIND1
}
667={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
set_state_flag = HOLIND2
}
}
}
#Expand New Amsterdam Port
focus = {
id = HOL_expand_new_amsterdam_port
icon = GFX_goal_generic_amphibious_assault
x = 8
y = 1
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_question_of_the_colonies }
available = {
has_full_control_of_state = 358
has_full_control_of_state = 359
}
completion_reward = {
358={
limit = {
free_building_slots = {
building = dockyard
size > 0
include_locked = yes
} } add_extra_state_shared_building_slots = 1
add_building_construction = {
type = dockyard
level = 1
instant_build = yes
} set_state_flag = HOLYORK1
}
359={
limit = {
free_building_slots = {
building = dockyard
size > 0
include_locked = yes
} } add_extra_state_shared_building_slots = 1
add_building_construction = {
type = dockyard
level = 1
instant_build = yes
} set_state_flag = HOLYORK2
}
}
}
#Develop Dutch West Africa
focus = {
id = HOL_develop_dutch_west_africa
icon = GFX_HOL_develop_dutch_west_africa-104
x = 2
y = 1
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_question_of_the_colonies }
available = {
has_full_control_of_state = 272
has_full_control_of_state = 700
has_full_control_of_state = 701
has_full_control_of_state = 298
}
completion_reward = {
272 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}}
700 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}}
701 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}}
298 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}}
}
}
#Expand Senegal Harbour
focus = {
id = HOL_expand_senegal_harbour
icon = GFX_focus_generic_africa_naval
x = 2
y = 2
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_develop_dutch_west_africa }
available = {
has_full_control_of_state = 272
}
completion_reward = {
272 ={
limit = {
free_building_slots = {
building = dockyard
size > 0
include_locked = yes
} } add_extra_state_shared_building_slots = 1
add_building_construction = {
type = dockyard
level = 1
instant_build = yes
} set_state_flag = HOLSEN1
}
}
}
#Expand Cape's Infrastructure
focus = {
id = HOL_expand_capes_infrastructure
icon = GFX_focus_generic_africa_infrastructure
x = 0
y = 2
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_develop_the_cape_colony }
available = {
has_full_control_of_state = 681
has_full_control_of_state = 719
has_full_control_of_state = 275
has_full_control_of_state = 542
has_full_control_of_state = 541
}
completion_reward = {
681 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}
}
719 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}
}
275 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}
}
542 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}
}
541 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}
}
}
}
#Develop Lesser New Holland
focus = {
id = HOL_develop_lesser_new_holland
icon = GFX_focus_generic_industry_3
x = 4
y = 2
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_develop_greater_new_holland }
available = {
has_full_control_of_state = 284
has_full_control_of_state = 723
}
completion_reward = {
723 ={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
set_state_flag = HOLNZ1
}
284 ={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
set_state_flag = HOLNZ2
}
}
}
#Fortify New Amsterdam
focus = {
id = HOL_fortify_new_amsterdam
icon = GFX_goal_generic_fortify_city
x = 8
y = 2
cost = 10
search_filters = {
FOCUS_FILTER_POLITICAL
}
prerequisite = { focus = HOL_expand_new_amsterdam_port }
available = {
has_full_control_of_state = 358
}
completion_reward = {
add_building_construction = {
type = bunker
province = 3878
level =
instant_build = yes
}
add_political_power = 120
}
}
#Develop Oil in the Indies
focus = {
id = HOL_develop_oil_in_the_indies
icon = GFX_goal_generic_oil_refinery
x = 6
y = 2
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_develop_the_east_indies }
available = {
has_full_control_of_state = 672
has_full_control_of_state = 334
}
completion_reward = {
add_resource = {
type = oil
amount = 4
state = 672
}add_resource = {
type = oil
amount = 4
state = 334
}
}
}
#Remain as One
focus = {
id = HOL_remain_as_one
icon = GFX_focus_generic_monarchy_1
x = 3
y = 4
cost = 10
search_filters = {
FOCUS_FILTER_POLITICAL
}
prerequisite = { focus = HOL_expand_senegal_harbour focus = HOL_expand_capes_infrastructure focus = HOL_develop_lesser_new_holland focus = HOL_fortify_new_amsterdam focus = HOL_develop_oil_in_the_indies }
completion_reward = {
add_political_power = 300
add_war_support = 0.05
add_stability = 0.05
}
}
#Release Dominions
focus = {
id = HOL_release_dominions
icon = GFX_goal_generic_national_unity
x = 5
y = 4
cost = 10
search_filters = {
FOCUS_FILTER_POLITICAL
}
prerequisite = { focus = HOL_expand_senegal_harbour focus = HOL_expand_capes_infrastructure focus = HOL_develop_lesser_new_holland focus = HOL_fortify_new_amsterdam focus = HOL_develop_oil_in_the_indies }
mutually_exclusive = { focus = HOL_remain_as_one }
completion_reward = {
add_political_power = 120
add_stability = 0.1
add_war_support = 0.05
}
}
#Strengthen the Empire
focus = {
id = HOL_strengthen_the_empire
icon = GFX_goal_generic_political_pressure
x = 2
y = 5
cost = 10
search_filters = {
FOCUS_FILTER_STABILITY
}
prerequisite = { focus = HOL_remain_as_one }
completion_reward = {
army_experience = 25
add_stability = 0.05
}
}
}
focus_tree = {
id = hol
continuous_focus_position = { x = 0 y = 1000 }
country = {
factor = 0
modifier = {
add = 10
tag = HOL
}
}
#Question of the Colonies
focus = {
id = HOL_question_of_the_colonies
icon = GFX_goal_generic_demand_territory
x = 4
y = 0
cost = 10
search_filters = {
FOCUS_FILTER_POLITICAL
}
completion_reward = {
add_political_power = 120
}
}
#Develop the Cape Colony
focus = {
id = HOL_develop_the_cape_colony
icon = GFX_focus_generic_africa_factory
x = 0
y = 1
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_question_of_the_colonies }
available = {
has_full_control_of_state = 681
}
completion_reward = {
681 ={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
} } add_extra_state_shared_building_slots = 2
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
} set_state_flag = HOLCAPE1
}
}
}
#Develop Greater New Holland
focus = {
id = HOL_develop_greater_new_holland
icon = GFX_focus_generic_industry_3
x = 4
y = 1
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_question_of_the_colonies }
available = {
has_full_control_of_state = 285
has_full_control_of_state = 521
}
bypass = {
285 ={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
set_state_flag = HOLAUS1
}
521 ={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
set_state_flag = HOLAUS2
}
}
}
#Develop the East Indies
focus = {
id = HOL_develop_the_east_indies
icon = GFX_focus_generic_industry_3
x = 6
y = 1
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_question_of_the_colonies }
available = {
has_full_control_of_state = 335
has_full_control_of_state = 667
}
completion_reward = {
335={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
set_state_flag = HOLIND1
}
667={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
set_state_flag = HOLIND2
}
}
}
#Expand New Amsterdam Port
focus = {
id = HOL_expand_new_amsterdam_port
icon = GFX_goal_generic_amphibious_assault
x = 8
y = 1
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_question_of_the_colonies }
available = {
has_full_control_of_state = 358
has_full_control_of_state = 359
}
completion_reward = {
358={
limit = {
free_building_slots = {
building = dockyard
size > 0
include_locked = yes
} } add_extra_state_shared_building_slots = 1
add_building_construction = {
type = dockyard
level = 1
instant_build = yes
} set_state_flag = HOLYORK1
}
359={
limit = {
free_building_slots = {
building = dockyard
size > 0
include_locked = yes
} } add_extra_state_shared_building_slots = 1
add_building_construction = {
type = dockyard
level = 1
instant_build = yes
} set_state_flag = HOLYORK2
}
}
}
#Develop Dutch West Africa
focus = {
id = HOL_develop_dutch_west_africa
icon = GFX_HOL_develop_dutch_west_africa-104
x = 2
y = 1
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_question_of_the_colonies }
available = {
has_full_control_of_state = 272
has_full_control_of_state = 700
has_full_control_of_state = 701
has_full_control_of_state = 298
}
completion_reward = {
272 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}}
700 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}}
701 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}}
298 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}}
}
}
#Expand Senegal Harbour
focus = {
id = HOL_expand_senegal_harbour
icon = GFX_focus_generic_africa_naval
x = 2
y = 2
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_develop_dutch_west_africa }
available = {
has_full_control_of_state = 272
}
completion_reward = {
272 ={
limit = {
free_building_slots = {
building = dockyard
size > 0
include_locked = yes
} } add_extra_state_shared_building_slots = 1
add_building_construction = {
type = dockyard
level = 1
instant_build = yes
} set_state_flag = HOLSEN1
}
}
}
#Expand Cape's Infrastructure
focus = {
id = HOL_expand_capes_infrastructure
icon = GFX_focus_generic_africa_infrastructure
x = 0
y = 2
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_develop_the_cape_colony }
available = {
has_full_control_of_state = 681
has_full_control_of_state = 719
has_full_control_of_state = 275
has_full_control_of_state = 542
has_full_control_of_state = 541
}
completion_reward = {
681 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}
}
719 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}
}
275 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}
}
542 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}
}
541 = {
add_building_construction = {
type = infrastructure
level = 3
instant_build = yes
}
}
}
}
#Develop Lesser New Holland
focus = {
id = HOL_develop_lesser_new_holland
icon = GFX_focus_generic_industry_3
x = 4
y = 2
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_develop_greater_new_holland }
available = {
has_full_control_of_state = 284
has_full_control_of_state = 723
}
completion_reward = {
723 ={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
set_state_flag = HOLNZ1
}
284 ={
limit = {
free_building_slots = {
building = industrial_complex
size > 0
include_locked = yes
}
}
add_extra_state_shared_building_slots = 1
add_building_construction = {
type = industrial_complex
level = 1
instant_build = yes
}
set_state_flag = HOLNZ2
}
}
}
#Fortify New Amsterdam
focus = {
id = HOL_fortify_new_amsterdam
icon = GFX_goal_generic_fortify_city
x = 8
y = 2
cost = 10
search_filters = {
FOCUS_FILTER_POLITICAL
}
prerequisite = { focus = HOL_expand_new_amsterdam_port }
available = {
has_full_control_of_state = 358
}
completion_reward = {
add_building_construction = {
type = bunker
province = 3878
level =
instant_build = yes
}
add_political_power = 120
}
}
#Develop Oil in the Indies
focus = {
id = HOL_develop_oil_in_the_indies
icon = GFX_goal_generic_oil_refinery
x = 6
y = 2
cost = 10
search_filters = {
FOCUS_FILTER_INDUSTRY
}
prerequisite = { focus = HOL_develop_the_east_indies }
available = {
has_full_control_of_state = 672
has_full_control_of_state = 334
}
completion_reward = {
add_resource = {
type = oil
amount = 4
state = 672
}add_resource = {
type = oil
amount = 4
state = 334
}
}
}
#Remain as One
focus = {
id = HOL_remain_as_one
icon = GFX_focus_generic_monarchy_1
x = 3
y = 4
cost = 10
search_filters = {
FOCUS_FILTER_POLITICAL
}
prerequisite = { focus = HOL_expand_senegal_harbour focus = HOL_expand_capes_infrastructure focus = HOL_develop_lesser_new_holland focus = HOL_fortify_new_amsterdam focus = HOL_develop_oil_in_the_indies }
completion_reward = {
add_political_power = 300
add_war_support = 0.05
add_stability = 0.05
}
}
#Release Dominions
focus = {
id = HOL_release_dominions
icon = GFX_goal_generic_national_unity
x = 5
y = 4
cost = 10
search_filters = {
FOCUS_FILTER_POLITICAL
}
prerequisite = { focus = HOL_expand_senegal_harbour focus = HOL_expand_capes_infrastructure focus = HOL_develop_lesser_new_holland focus = HOL_fortify_new_amsterdam focus = HOL_develop_oil_in_the_indies }
mutually_exclusive = { focus = HOL_remain_as_one }
completion_reward = {
add_political_power = 120
add_stability = 0.1
add_war_support = 0.05
}
}
#Strengthen the Empire
focus = {
id = HOL_strengthen_the_empire
icon = GFX_goal_generic_political_pressure
x = 2
y = 5
cost = 10
search_filters = {
FOCUS_FILTER_STABILITY
}
prerequisite = { focus = HOL_remain_as_one }
completion_reward = {
army_experience = 25
add_stability = 0.05
}
}
}
}
My focus tree
Any critical errors?
the only code i changed in the focus creator was changing "target_random_state" to a certain state and replace the "REPLACE_WITH_UNIGUE_INDENTFIRERE"
[20:08:44][effect.cpp:391]: Invalid effect 'limit' in common/national_focus/hol.txt line : 44
[20:08:44][effect.cpp:292]: Error: "Unknown effect-type: limit, near line: 44
" in file: "common/national_focus/hol.txt" near line: 54
[20:08:44][trigger.cpp:620]: Invalid trigger 'limit' in common/national_focus/hol.txt line : 80
[20:08:44][trigger.cpp:620]: Invalid trigger 'add_extra_state_shared_building_slots' in common/national_focus/hol.txt line : 87
[20:08:44][trigger.cpp:620]: Invalid trigger 'add_building_construction' in common/national_focus/hol.txt line : 88
[20:08:44][trigger.cpp:620]: Invalid trigger 'set_state_flag' in common/national_focus/hol.txt line : 93
[20:08:44][trigger.cpp:480]: Error: "Unknown trigger-type: limit, near line: 80
Unknown trigger-type: add_extra_state_shared_building_slots, near line: 87
Unknown trigger-type: add_building_construction, near line: 88
Unknown trigger-type: set_state_flag, near line: 93" in file: "common/national_focus/hol.txt" near line: 94
[20:08:44][trigger.cpp:620]: Invalid trigger 'limit' in common/national_focus/hol.txt line : 98
[20:08:44][trigger.cpp:620]: Invalid trigger 'add_extra_state_shared_building_slots' in common/national_focus/hol.txt line : 105
[20:08:44][trigger.cpp:620]: Invalid trigger 'add_building_construction' in common/national_focus/hol.txt line : 106
[20:08:44][trigger.cpp:620]: Invalid trigger 'set_state_flag' in common/national_focus/hol.txt line : 111
[20:08:44][trigger.cpp:480]: Error: "Unknown trigger-type: limit, near line: 98
Unknown trigger-type: add_extra_state_shared_building_slots, near line: 105
Unknown trigger-type: add_building_construction, near line: 106
Unknown trigger-type: set_state_flag, near line: 111" in file: "common/national_focus/hol.txt" near line: 112
[20:08:44][effect.cpp:391]: Invalid effect 'limit' in common/national_focus/hol.txt line : 136
[20:08:44][effect.cpp:292]: Error: "Unknown effect-type: limit, near line: 136
" in file: "common/national_focus/hol.txt" near line: 148
[20:08:44][effect.cpp:391]: Invalid effect 'limit' in common/national_focus/hol.txt line : 154
[20:08:44][effect.cpp:292]: Error: "Unknown effect-type: limit, near line: 154
" in file: "common/national_focus/hol.txt" near line: 166
[20:08:44][effect.cpp:391]: Invalid effect 'limit' in common/national_focus/hol.txt line : 193
[20:08:44][effect.cpp:292]: Error: "Unknown effect-type: limit, near line: 193
" in file: "common/national_focus/hol.txt" near line: 203
[20:08:44][effect.cpp:391]: Invalid effect 'limit' in common/national_focus/hol.txt line : 208
[20:08:44][effect.cpp:292]: Error: "Unknown effect-type: limit, near line: 208
" in file: "common/national_focus/hol.txt" near line: 218
[20:08:44][effect.cpp:391]: Invalid effect 'limit' in common/national_focus/hol.txt line : 291
[20:08:44][effect.cpp:292]: Error: "Unknown effect-type: limit, near line: 291
" in file: "common/national_focus/hol.txt" near line: 301
[20:08:44][effect.cpp:391]: Invalid effect 'limit' in common/national_focus/hol.txt line : 389
[20:08:44][effect.cpp:292]: Error: "Unknown effect-type: limit, near line: 389
Unexpected token: set_state_flag, near line: 402
" in file: "common/national_focus/hol.txt" near line: 403
[20:08:44][effect.cpp:391]: Invalid effect 'limit' in common/national_focus/hol.txt line : 406
[20:08:44][effect.cpp:292]: Error: "Unknown effect-type: limit, near line: 406
" in file: "common/national_focus/hol.txt" near line: 418
That much
I'll check soon enough. I found that Focus' from X 10-20 only connect to focus at X 10-20 for some reason
I could possibly help, but only with some lore and the focus trees. I can't do art or anything much like that
My discord is General_Galaxy#3634 I will friend request you.
I also have added some ideas for the focus trees in one of my mods "Golden Days"
Did anyone run into a similar issue?