Advisor modding
Contents
Quick checklist[edit]
To add a new advisor type to the game:
- Create a .txt file in the common/advisortypes folder
- Create an entry for the new advisor type in this file
- Add name and description to the localisation.
- Add a male and female icon for the advisor.
Adding an Advisor[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
To edit existing advisor types, copy the /Europa Universalis IV/common/advisortypes/00_advisortypes.txt file from the vanilla game files into a mod.
To create new advisor types, instead create a new file in the common/advisortypes/
folder of your mod.
An advisor entry look like this:
philosopher = { monarch_power = ADM # Bonus prestige = 1 skill_scaled_modifier = { meritocracy = 0.5 } # allow_only_male = yes # allow_only_female = yes chance = { factor = 1 } ai_will_do = { factor = 1 } }
monarch_power
determines which power type the advisor grants and which slot they appear in.
Advisors have bonuses by default, and any country-scope modifiers can be used here, although modifiers are not required for the advisor to work.
skill_scaled_modifier
scales the modifiers within it to advisor level. This is used for the Meritocracy government legitimacy in the base game, although you can add any country-scope modifiers.
allow_only_male
forces an advisor type to only be male.
allow_only_female
forces an advisor type to only be female.
Chance[edit]
chance = { }
is used to determine if the advisor appears in a country's court. All base advisors have a factor of 1. You can add modifiers to the chance, like so:
chance = { factor = 1 modifier = { factor = 0 tag = FRA } }
This would prevent this advisor from appearing for France. Any country-scope trigger will work.
AI[edit]
ai_will_do = { }
controls how likely the AI is to hire an advisor. This is similar to the chance = { }
scope.
ai_will_do = { factor = 1 modifier = { factor = 0 tag = FRA } }
This would prevent AI-controlled France from hiring this advisor. Any country-scope trigger will work.
Localisation[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
- Main article: Localisation
New advisors should have localised names and descriptions. Localisation for advisors should be formatted as follows:
philosopher:0 "Philosopher" philosopher_desc:0 "An advisor dedicated to the study of the fundamental nature of knowledge, reality and existence."
Portraits[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.23. |
Graphical assets such as advisor portraits must be registered in a .gfx
file. To do this, create a .gfx
file in your mod, and follow the format below for each new advisor:
spriteType = { name = "GFX_advisor_<advisor>" texturefile = "gfx//interface//advisors//<advisor_icon_name>.dds" noOfFrames = 1 norefcount = yes effectFile = "gfx/FX/buttonstate.lua" loadType = "INGAME" }
You can add graphical culture-specific versions of portraits by prefixing the graphical culture before the advisor part of the name. For example:
spriteType = { name = "GFX_advisor_asiangfx_philosopher" texturefile = "gfx//interface//advisors//asian_philosopher.dds" # ... }
Additionally, you can create culture group-specific versions by prefixing the culture group before the advisor part of the name. For example:
spriteType = { name = "GFX_advisor_iranian_philosopher" texturefile = "gfx//interface//advisors//persian_philosopher.dds" # ...
All advisors also have female portraits, which are defined like so:
spriteType = { name = "GFX_advisor_asiangfx_philosopher_female" texturefile = "gfx//interface//advisors//asian_philosopher_female.dds" # ... }
Portrait Icons[edit]
The portrait icon assets themselves should be placed in mod_name/gfx/interface/advisors/
for consistency. The icons are 77 by 77 pixels in the .dds format format.
Documentation | Effects • Triggers • Modifiers • Scopes • Variables • Localisation • Customizable localization |
Scripting | Advisors • Ages • Bookmarks • Buildings • Casus belli • Colonial regions • Countries • Culture • Decisions • Defines • Diplomatic actions • Disasters • Estates • Events • Factions • Government • Great projects • History • Idea groups • Institutions • Missions • Modifiers • Nation designer • Policies • Religion • Rebel types • Subject types • Technology • Trade companies • Trade goods • Units |
Map | Map • Random New World • Trade nodes |
Graphics | 3D Models • Interface • Graphical Assets • Fonts • Particles • Shaders • Unit models |
Audio | Music • Sound |
Other | Console commands • Checksum • JoroDox mod making tool • Mod structure • Troubleshooting • The Validator |
Guides | Adding a province |