Advisors | Administration EU IV Guide
Last update: 11 May 2016
In the game, you can hire up to three advisors. One for each kind of the Monarch Power. You will have 3 potential candidates for each position (this number can be increased via some of the ideas) of 7 types. The price of an individual advisor depends on his age (the older at the moment of hiring the cheaper he is)and his skills (1-3). Each type of advisor has a permanent bonus to offer. With each consecutive skill point, the generated Monarch Power, of the corresponding type, increases. At first, the advisors may be expensive and ruining to the budget. Then, select them only if you need a boost to the corresponding area. When you already have big monetary reserves, it of course pays off to keep them permanently. At the same time, do not hold on to this one type so, fire and hire the new ones so, they correspond to your plans and aims in the best way possible. In general it is not worth to employ advisors on the third level due to their price, unless you have an utter economic empire, or you need the best support possible (e.g. the improvement of attitude while westernizing).
The starting cost of an advisor (a thirty year-old, the older the cheaper) in 1444, amounts to, correspondingly, depending on the skill level:
- Level 1 - 16 ducats to employ, 1 ducat a of monthly pay
- Level 2 - 64 ducats to employ, 4 ducats of monthly pay
- Level 3 - 144 ducats to employ, 9 ducats of monthly pay
With time, these prices increase, more or less, by 1% a year. Some of the ideas also decrease the cost of advisors.
Administrative advisors
- Artist - stability cost -10%
- Inquisitor - Missionary strength +2%
- Master of Mint - Inflation reduction 0,10
- Natural Scientist - Administrative technology cost- 10%
- Philosopher - Yearly Prestige +2
- Theologian - National Revolt Risk -3
- Treasurer - National Global Tax Modifier (does not refer to colonies) +5%
Diplomatic advisors
- Diplomat - Better Relations Over Time +30%
- Colonial governor - Global Tariffs +10%
- Naval reformer - Diplomatic Technology Cost -10%
- Navigator - Colonial Range +20%
- Statesman - Diplomatic Reputation +5
- Spymaster - Spy Offence +10%
- Trader - Global Trade Power +10%
Military advisors
- Army Organizer - Land Forcelimits Modifier+10%
- Army Reformer - Military Technology Cost -10%
- Commandant - Discipline +5%
- Grand Captain - Morale of Armies +0,3
- Master Recruiter - Manpower +10%
- Military Engineer - Fort Defense +25%
- Quartermaster - Reinforce Speed +33%