Advisors
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Hiring advisors
When you start a new game, there will be a number of historical advisors, or Great Men to hire to your court. Some may be selected to your court already, and others may be available for hire. Up to three advisors may be hired at one time. As of Heir to the Throne, it is now possible to use Cultural tradition, a new feature in the expansion, to choose new advisors of a certain type. As the tradition increases, the better the advisors will be.
It is advisable to check for good advisors at the very beginning of the game, before you unpause. A great advisor can contribute a lot to your country's development.
Cost and Skill
The advisors you can hire to your court are rated on a skill scale from 1 (worst) to 6 (best) stars. The bonuses they provide is scaled linear, so that an advisor with skill 4 gives twice the bonus of a skill 2 advisor.
The cost to initially hire advisors depends on the number of stars. Newborne advisors (0 years old) cost three times their stars, e.g., a 5-star advisor costs 15 ducats to hire. Hiring cost decreases in a linear way such that at 10 years of age they cost two times their stars, and at 20 years of age they cost one times their stars. Their hiring cost will then stay fixed at one times the number of stars, regardless of how much older they are than 20 years. See the inset for a graph.New advisors cost a one-time fee to recruit, and then a monthly upkeep. The monthly cost is always a tenth of their stars, regardless of age. For example, a 6-star advisor always costs 0.6 ducats/month. Hiring and monthly costs are subject to inflation, but are s not affected by the country you play or game difficulty.
Life expectancy
An analysis of a single savegame at endgame (1791) in v. 1.3 found that that advisors' median age was 23.3 years (average age was 25.7 years), and the oldest was 82 (N=116). This observation can be weighed against changing out a great, but aging, advisor for a young one of less stars that's liable to be snapped up. Although only one savegame was analyzed, it dovetails with the facts that advisors reach their lowest hiring price at age 20, and that new games have a large advisor pool which shrinks sharply circa 20-50 years.
First-year Exclusivity
Many nations begin the game with advisors that are exclusive to them. This means that during the first year, no other nation can hire any of these exclusive advisors. These advisors remain exclusive to their country for the first year even if that country hires and then sacks/replaces them. In fact, unless a nation begins with a few exclusive advisors, it will not be able to hire any advisors until one year from the start date.
Certain decisions require a nation to employ a certain type of advisor. Unfortunately, sometimes the required advisor is not very skilled and/or the nation has no need for his particular specialty. This is where the first-year exclusivity feature becomes valuable. If a nation wants to enact an advisor-dependent decision, it can hire and then replace this advisor with a better one from the advisor pool or sack him altogether without having to worry about any of the advisors in the pool being hired by another nation during that time.
In Nomine Advisors
There are many new advisors added to IN. There are even certain requirements to recruit an advisor.
Note: This list contains all the advisors in IN, not just the new ones.
| Type | Bonus per Level |
|---|---|
| Alderman | +1 Production Efficiency |
| Ambassador | +0.5 diplomatic skill |
| Army Organizer | +4% Land Forcelimit |
| Army Reformer | +3 Land Tech Investment |
| Artist | +3 Stability Investment |
| Banker | -1 Interest |
| Collector | +1 Trade Efficeincy |
| Colonel | -5% Mercenary Cost |
| Colonial Governor | +1 Tariffs |
| Commandant | +2 Discipline |
| Diplomat | -0.05 Reputation |
| Fortification Expert | +10 Fort Defense |
| Grand Admiral | +0.05 Naval Morale |
| Grand Captain | +0.05 Land Morale |
| High Judge | -0.5 Revolt Risk |
| Inquisitor | +2 Spy Defense |
| Lord Proprietor | +2 Colonial Growth |
| Master of Mint | +0.2 Inflation Reduction |
| Natural Scientist | +3 Production Tech Investment |
| Naval Organizer | +4% Naval Forcelimit |
| Naval Reformer | +3 Naval Tech Investment |
| Navigator | +5 Colonial Range |
| Philosopher | +0.5 Prestige |
| Pioneer | +2% Colonist Placement Chance |
| Privateer | +10 Blockade Efficiency |
| Quartermaster | +5% Reinforcement Speed |
| Rear Admiral | +0.2% Navy Tradition |
| Recruit Master | +2% Manpower |
| Sergeant Major General | +0.2% Army Tradition |
| Sheriff | +1% Tax |
| Spymaster | +2% Spy Efficeincy |
| Statesman | +3 Government Tech Investment |
| Theologian | +1% Missionary Conversion Chance |
| Trader | +2% Merchant Compete Chance |
| Treasurer | +3 Trade Tech Investment |
EU3 Advisors
The different types of advisors and their bonuses in patch 1.3 are:
| Type | Bonus per Level |
|---|---|
| Army reformer | +3 land tech investment |
| Artist | +3 stability investment |
| Colonial Governor | +2% colonist chance* |
| Diplomat | -0.05 reputation |
| Natural Scientist | +3 production tech investment |
| Naval Reformer | +3 naval tech investment |
| Philosopher | +0.5% prestige |
| Spymaster | +2% spy efficiency |
| Statesman | +3 government tech investment |
| Theologian | +2% missionary chance |
| Trader | +2% merchant compete chance |
| Treasurer | +3 trade tech investment |
*Note that having a Colonial Governor prevents nasty Colonial Assemblies from occurring if your stability goes below 0 after there has been a Quest for Independence (which can occur after 1750). For a typical example, see Brazilian Colonial Assembly. There are 10 possible Quests for Independence and concomitant Assemblies, so having a governor or keeping your stability high is important for large world-spanning colonial empires in the end game.

