Focus Bugs
One of my images didn't load in, here it is:
Quote post
Did anyone run into a similar issue?
Sounds like that would be an error in your focus tree, as you can definitely have larger focus trees, for example: https://edge.hoi4modding.com/focus-tree/view/93
If you run your game in debug mode, what error(s) do you get?
I'll check soon enough. I found that Focus' from X 10-20 only connect to focus at X 10-20 for some reason
[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
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"
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 issue appears to be due to the tool exporting ">" as ">" - If you re-export the mod, this should resolve that issue.
I noticed that sometimes > appears but i decided not to touch it. Thanks for the help
General_Galaxy
I found a few bugs and I just want to tell you them.
1. If you put a focus Y over 10 in the tree, the focus doesn't link properly with the other ones as you can see on the right. I don't know is this is just a visual glitch on the website or does it effect in the game, I will explain more in point two.
2. If you put more then ten focus' in the tree, they don't load in. This is why I can't see those point one happen in game as I can't see the one at Y 10