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# If you add advisortypes, and use those tags, do not change them without changing

everywhere they are used.


#
# Additional arguments: allow_only_male/allow_only_female
# Contains skill_scaled_modifier for which the effects get multiplied by the
advisor's skill level
# Uses all 'modifiers' possible that are exported as a Modifier.

# Note that ai_will_do calculates a priority.


# An advisor may be chosen over another if its random priority exceeds it.
RandomPriority(advisor) := rand[1, 2[ * Priority(advisor).

######################################################
# Administrative Advisors
######################################################

######################################################
philosopher = {
monarch_power = ADM

# Bonus
prestige = 1

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1
}
}

######################################################
natural_scientist = {
monarch_power = ADM

# Bonus
production_efficiency = 0.10

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1
}
}

######################################################
artist = {
monarch_power = ADM

# Bonus
stability_cost_modifier = -0.10
skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1
}
}

######################################################
treasurer = {
monarch_power = ADM

# Bonus
global_tax_modifier = 0.1

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1
}
}

######################################################
theologian = {
monarch_power = ADM

# Bonus
global_unrest = -2

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1

ai_will_do = {
factor = 1
}
}

######################################################
master_of_mint = {
monarch_power = ADM

# Bonus
inflation_reduction = 0.10

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1
}
}

######################################################
inquisitor = {
monarch_power = ADM

# Bonus
global_missionary_strength = 0.02

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1
}
}

######################################################
# Diplomatic Advisors
######################################################

######################################################
statesman = {
monarch_power = DIP

# Bonus
diplomatic_reputation = 1

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1
}
}

######################################################
naval_reformer = {
monarch_power = DIP

# Bonus

naval_morale = 0.1

skill_scaled_modifier = { meritocracy = 0.5 }


chance = {
factor = 1
modifier = {
factor = 0
has_port = no
}
}

ai_will_do = {
factor = 1
}
}

######################################################
trader = {
monarch_power = DIP

# Bonus
trade_efficiency = 0.10

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1
}
}

######################################################
spymaster = {
monarch_power = DIP

# Bonus
spy_offence = 0.25

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1
}
}

######################################################
colonial_governor = {
monarch_power = DIP

# Bonus
global_tariffs = 0.10

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
modifier = {
factor = 0
owner = { NOT = { num_of_colonists = 1 } }
}
modifier = {
factor = 0
owner = { is_colonial_nation = yes }
}
}

ai_will_do = {
factor = 1
}
}

######################################################
diplomat = {
monarch_power = DIP

# Bonus
improve_relation_modifier = 0.2

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1
}
}

######################################################
navigator = {
monarch_power = DIP

# Bonus
range = 0.20

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
modifier = {
factor = 0
owner = { NOT = { num_of_colonists = 1 } }
}
}

ai_will_do = {
factor = 1
}
}

######################################################
# Military Advisors
######################################################

######################################################
army_reformer = {
monarch_power = MIL

# Bonus
land_morale = 0.10

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1.8
}
}

######################################################
army_organiser = {
monarch_power = MIL

# Bonus
land_forcelimit_modifier = 0.10

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1.5
}
}

######################################################
commandant = {
monarch_power = MIL

# Bonus
discipline = 0.05

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1.8
}
}

######################################################
quartermaster = {
monarch_power = MIL
# Bonus
reinforce_speed = 0.33

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1
modifier = {
factor = 1.4
is_at_war = yes
}
}
}

######################################################
recruitmaster = {
monarch_power = MIL

# Bonus
global_manpower_modifier = 0.10

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1
modifier = {
factor = 1.5
is_at_war = no
}
}
}

######################################################
fortification_expert = {
monarch_power = MIL

# Bonus
defensiveness = 0.2

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1

ai_will_do = {
factor = 1
}
}
######################################################
grand_captain = {
monarch_power = MIL

# Bonus
land_maintenance_modifier = -0.10

skill_scaled_modifier = { meritocracy = 0.5 }

chance = {
factor = 1
}

ai_will_do = {
factor = 1
modifier = {
factor = 1.5
is_at_war = no
}
}
}

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