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Advisor

(Redirected from Statesman)
Advisors are located on the government interface

An advisor is a person with deep knowledge in a specific area that offers advice to a country's leader. Tasks such as conducting warfare, promoting scientific advancement and managing an economy are three examples of areas an advisor can offer aid.

Advisors can be managed in the Court panel of the Country interface. In EU4, there are 7 advisors for each of the three kinds of monarch power, so there are 21 advisor types in total. Each advisor provides a fixed bonus based on his type. For example, all Traders increase trade efficiency by 10%.

Advisors are further divided by their inherent skill level. Skill ranges from +1 to +3, each providing additional monarch points relative to their level (i.e. a level 2 diplomat provides +2 Diplomatic power.png per month). The cost of hiring and maintaining an advisor increases quadratically with the advisor's skill level. The advisor's skill level affects only the cost and the monarch power generated. The skill level does not affect the advisor type bonus (e.g. a level 1 and a level 3 Philosopher will output the same amount of Prestige.png prestige).

Advisors eventually die and must be replaced.

Contents

Advisor poolEdit

A country can only have one active advisor of each type at a time; however, there are ways to increase the pool of options to choose from. In the 1444 start, each country starts with a pool of at least 3 advisor choices for each type. Countries with a total monthly income of less than  50 ducats will not have access to level 3 advisors (except by event). Each country has access to at least one skill 2 advisor at start.

Gaining new advisorsEdit

New advisors will only arrive upon event or when a free slot is opened, either by increasing the advisor pool or a previous advisor dying. If the   Common Sense expansion is activated, the player may also spend the initial cost of hiring an advisor to remove them from court. New advisors will appear at the start of the month.

Notifications can be set to alert the player of the arrival of new advisors. Advisors begin to have a chance of dying once they are past age 40, and new advisors will always be at least age 30. The consequently low rate of replacement means it is typically not worth waiting for an ideal advisor. Picking idea groups that give extra advisor slots can improve the odds of having an advisor with the desired abilities.

If   The Cossacks expansion is enabled, it is possible to recruit an advisor from an estate which has at least   40 influence by using the appropriate interaction. These interactions have a cooldown of 30 years, and provide an advisor of a specific type with a 50% discount to their   monthly cost (consequently, they will also be cheaper to hire). The advisor may be either level 2 or 3, depending on the player's   income.

Female advisorsEdit

New advisors have a 2% chance of being female. This chance can be increased by the following:

  Traditions Ideas Bonuses Policies
+25%
  • Diplomatic-Plutocratic: Mandatory Service

  Enlarging the advisor poolEdit

This can be increased by the following:

  Condition
+2 for being the curia controller.
+1 for being a lucky nation (AI only).
+1 for having a ruler with   ‘Well Advised’ personality.
+1 for the Holy Roman Emperor.
+1 for being   Reformed.
+1 for being   Jewish.
+1 for being   Mayan.
+1 with   Catholic,   Mayan or   Jewish as syncretic faith.
+1 for having the   Bureaucrat faction in power (  Ming with factions only).
+1 for all player countries if the difficulty is set to ‘very easy’.

Ideas and policies:

  Traditions Ideas Bonuses Policies
+1
  • Chachapoyan traditions
  • Kuban traditions
  • Vijayanagar traditions
  • Administrative idea 6: Administrative Efficiency
  • Innovative idea 4: Dynamic Court
  • Ajuuraan idea 4: Muslim Migrations
  • Aymaran idea 2: Yatiri Healing
  • Candarid idea 4: Anatolian Center for Learning
  • Chimu idea 5: Artisan Relocations
  • Chinese idea 1: The Keju Examination
  • Client State idea 7: Foreign Advisors
  • East Frisian idea 4: Dutch Migrants
  • Krakowian idea 5: Jewish Communities
  • Manx idea 3: Tynwald High Court
  • Offaly idea 2: Irish Hospitality
  • Pskovian idea 1: Veche of Pskov
  • Shawnee idea 5: Autonomous Clans
  • Shiba idea 6: Rein in the Shiba Retainers
  • Tyrconnell idea 6: Land of Exiles
  • West African idea 1: Griot Tradition
  • Württemberger idea 1: Estates of Württemberg

Decisions and events:

  Event modifier Trigger Duration
+1 Terakoya Japanese event: “Terakoya
Option: ‘Establish Terakoya in all of $COUNTRY$’
until ruler changes.
+1 Good Advice Administrative ideas event: “Good Advice for 10 years.
+3 Golden age of Timbuktu Songhain event: “Golden Age in Timbuktu until ruler changes.
+1 Attracting the right people Bahmani event: “Attracting the right people
Option: ‘Let us double our efforts.’
for 10 years.
+1 Dhimmi Administrators Dhimmi event: “Administrators from the $ESTATE_DHIMMI$.
Option: ‘Let's put these learned men to good use.’
for 15 years.
+1 Elaborate Court Life Nobility event: “The Levee
Option: ‘An elaborate and lengthy ceremony for the most influential.’
for 25 years.

CostEdit

 
Modifiers affecting advisor salaries can be seen in the Economy panel.

An   advisor's cost depends on their skill, the current year, and other modifiers (if any). Hiring costs depend on their age, while monthly costs do not. Historical advisors receive a discount to employ.

Active modifiers can be seen by hovering over "Advisors" in the "Expenses" column of the Economy panel. These values show multiple decimals points (see picture for example).

Monthly costEdit

The monthly cost of an advisor is calculated from a base amount, which is the square of their skill level (1, 4, 9, 16 or 25). This base cost increases over time by 0.5% of the original base cost every year. Thus by 1644 (200 years), the base costs of 1, 4, and 9 will double to 2, 8, and 18. By the end of game time (1821, 377 years), they will be 2.88 times (base + 188.5% base) the starting value. Any additional increases from modifiers are calculated from this new base cost.

Hiring costEdit

The one-time hiring cost is a simple multiple of the monthly salary. The advisor's skill level only enters into the hiring cost inasmuch as his skill level has already helped determine his salary.

As hiring costs are multiples of the monthly cost, they also increase over the years.

The value of the multiplier depends solely on the advisor's age, ranging from a high of 16 at age 30 (the youngest age possible) down to 10 at age 60. (The oldest advisors available in the pool are rarely more than their high 50s.) It is strictly linear, dropping 0.2 per year (a.k.a., a whole point every five years). The advisor's age is used "as is"; there are no hidden fractions for being, e.g., "50 and a half".

 

For more regarding age, see the section on Longevity (below).

ExampleEdit

For a 50 year old Skill 2 advisor (base 4 per month) in the year 1544, with inflation of 10%:

 

 

 

Factors modifying advisor costEdit

Note that these modifiers are applied after applying the change in base cost due to the current year.

Advisors created by an effect often come at a discount, but only for that specific advisor:

  • From estate interactions:
    • −50% with   influence above 80
    • −25% with   influence above 60 but below 80
  • Parliament issue “Appoint a new Prime Minister”: −75%
  • Events: −50%


  Traditions Ideas Bonuses Policies
−25%
  • Full Innovativeness
−15%
  • Pueblo traditions
  • Smolenskian traditions
  • Ashikaga idea 5: Bugyoshu and Hokoshu
  • Offaly idea 2: Irish Hospitality
  • Semien idea 6: Lost Tribe of Beta Israel
  • Sumatran idea 4: Center of Scholarship
−10%
  • Bohemian traditions
  • Byzantine traditions
  • Cherokee traditions
  • Khmer traditions
  • National traditions
  • Saxon traditions
  • Espionage idea 1: Efficient Spies
  • Arakanese idea 6: Muslim Advisors
  • Ashanti idea 1: Elder Council
  • Candarid idea 4: Anatolian Center for Learning
  • Catalan idea 2: Consell de Cent
  • Deccani Sultanate idea 7: Joint Marathi-Habshi State
  • Greek idea 4: Greek Diaspora
  • Hatakeyama idea 4: Hatakeyama Retainers
  • Hindustani idea 2: Persianate Courtly Culture
  • Luzon idea 6: A Safe Haven
  • Malabari idea 2: Cultural Melting Pot
  • Ouchi idea 7: Retainer Factions
  • Palatinate idea 2: Heidelberg University
  • Permian idea 1: Capital of Prikamye
  • Russian idea 6: The Table of Ranks
  • Ryazan idea 7: Western Contacts
  • Somali idea 7: Arab and Persian Influx
  • Tirhuti idea 1: Scholars and Poets
  • Wallachian idea 4: Foreign Advisors
  • Tibetan ambition
  • Influence-Innovative: Foreign Advisors
  • Innovative-Diplomatic: The Diplomatic Cooperation
  • Innovative-Plutocratic: The Education Act
  Traditions Ideas Bonuses Policies
−25%
  • Utrecht idea 6: Cultural Resilience
−20%
  • Ava idea 4: Patronize Burmese Literature
  • Irish idea 2: The Clanns
  • Kitabatake idea 5: Men of Quality
  • Moroccan idea 1: Powerful Viziers
  • Shirvani idea 4: Persianate Patronage
−15%
  • Hojo idea 7: Council in Odawara

Promote advisorEdit

It is possible at any point to promote the rank of an advisor once they are hired, provided they are of an   accepted culture, to a max rank of 5. This can be done for the cost of 60 times the advisor's monthly salary (the cost of a 5 year salary).

As advisor's monthly salary increases quadratically with rank; it is recommended to make sure the economy can sustain the cost before promoting the advisor. With this, an even higher emphasis is put on advisor age as they are less likely to die early and risk the loss of investment.

TypesEdit

The bonus and the allowed decisions are listed for each type of advisor.

Hiring a level 3 advisor enables the trigger of an advisor event.

With the Women in History DLC activated, any of the advisors can be generated as female. The chance is flat 2% across the board.[1] There are also some events that can add a female advisor to the pool. These advisors have a silver border around their portrait, as opposed to a golden one. The game allows advisors to be restricted to one gender, but the base game doesn't do this.

  AdministrativeEdit

Administrative advisors help in situations that are regarded as domestic policy. Their job is to improve a nation internally: reforming the tax system and promoting cultural patronage are two examples.

Advisor Effects Decisions Requirements
  Artist   Stability cost modifier: −10%
  Inquisitor   Missionary strength: +2% 90% reduced spawn rate on province not following the owner religion
  Master of Mint   Yearly inflation reduction: +0.10
  Natural Scientist   Production efficiency: +10%  Found Hall of Worthies
  Philosopher   Yearly prestige: +1  Found Hall of Worthies
  Theologian   National unrest: −2
  Treasurer   National tax modifier: +10%

  DiplomaticEdit

Diplomatic advisors address matters related to the navy in general and foreign policy. Their job is to promote naval advancement as well as conducting foreign diplomacy: increasing a nation's trade competitiveness and improving diplomatic relations are two examples.

Advisor Effects Decisions Requirements
 Colonial governor   Tariffs: +10% The province owner:
  • has at least 1   colonist.
  • is not a   colonial nation.
 Diplomat   Improve relations: +20%
  Naval reformer   Morale of navies: +10% The province has a port.
  Navigator   Colonial range: +20% The province owner:
  • has at least 1   colonist.
  Spymaster   Spy network construction: +25%   Hire Ninjas
  Statesman   Diplomatic reputation: +1
 Trader   Trade efficiency: +10%

  MilitaryEdit

A military advisor's sole function is to enhance a nation's military, offensively and defensively. Thus their job relies on improving a nation's army and overall defensiveness against foreign attackers: implementing logistical reforms and increasing resistance to sieges are two examples.

Advisor Effects Decisions
  Army Organizer   Land force limit modifier: +10%
  Army Reformer   Morale of armies: +10%
  Commandant   Discipline: +5%
  Grand Captain   Land maintenance modifier: −10%
  Master Recruiter   National manpower modifier: +10%
  Military Engineer   Fort defense: +20%
  Quartermaster   Reinforce speed: +33%

Longevity versus hiring costEdit

 
EU4 Advisor Life Expectancy

Once an advisor is hired, their tooltip will display their percentage death risk, which depends on their age. Since the hiring cost decreases with age, and advisors have a calculable life span, it is possible to calculate the ideal age to hire an advisor.

For every year over 40, advisors gain 2/3rds of a percent (0.67%) chance of death, or an increase of 2% for every 3 years of age after 40. At age 55, the yearly death risk will be 10%. At age 100, it will be 40%. The percentage is rounded down in the tooltip, but probably not in calculations. This means that at age 41, an advisor's yearly death risk will be 0.67%, but will show as 0% in the tooltip.

 

The cumulative effects of this are severe (inset at left). By a median age of 53.7, only half of advisors will be alive. By 65, only 1 in 10 will remain. Only 1 in 100 will make it to 75. (This is the overall mortality curve; if an advisor has already survived to 50, their curve is different.)

 
EU4 Advisor Life Expectancy

It is possible to calculate the best value in terms of hiring cost versus longevity (inset at right). It's simple for ages 30 to 40, where the hiring-cost multiplier changes, but the advisors do not die. As mentioned, the median life expectancy of an advisor is 53.7 years. So if an advisor is hired at age 30, they have an expected useful life of ~24 years (until they're 53.7), at a hiring-cost multiple of 16. This provides 1.5 years of useful life expectancy per hiring multiple (24/16). If an advisor is hired at age 40 (hiring multiple 14), they have 14 years of expected life, or 1.0 years per multiple (14/14). Clearly, the 30 year old advisor is the better bargain.

At ages over 40, the mortality curve begins to change; their median life expectancy (expected age of death) increases as their actual age of hiring increases. (An advisor who is already 55 is obviously no longer expected to die at 53.7.) While the Useful Years in the graph was a straight line between ages 30 and 40 (because there is no mortality there), it becomes a curve at 40. Thus, the useful life expectancy drops faster than the hiring-cost multiplier, which means that younger advisors are better. By 50 one has reached 0.59 years per multiplier, and by 60, it is 0.42.

Still, while 30 years may be the best relative bargain, the hiring multiplier only has a range of 10 to 16, which is to say, there's only half a year's salary involved in any case. There will likely not be a significant impact on the player's income, unless they are very low on it. The effects of the advisor's special bonus are generally more significant.

Advisor portraitsEdit

 
Advisor portraits locations

Here are the portraits of all advisors the player can hire. DLC is required for all of these except the generic and Asian male portraits. All female portraits requires the activation of Women in History free DLC. Advisor portraits are tied to the culture of the advisor.

Advisor portraits by province
Generic
Russian
Cossack
African
Muslim
Persian
Indian
Asian
North American
Mesoamerican
South American
Table with all available advisor portraits
Type Advisor Generic Russian Cossack African Muslim Persian Indian Asian North American Meso- american South American
  Army Organiser                                            
  Army Reformer                                            
  Artist                                            
  Colonial Governor                                            
  Commandant                                            
  Diplomat                                           
  Fortification Expert                                            
  Grand Captain                                            
  Inquisitor                                            
  Master of Mint                                            
  Master Recruiter                                            
  Natural Scientist                                            
  Naval Reformer                                            
  Navigator                                            
  Philosopher                                            
  Quartermaster                                            
  Spymaster                                            
  Statesman                                          
  Theologian                                          
  Trader                                           
  Treasurer                                            

ReferencesEdit

  1. From /Europa Universalis IV/common/defines.lua: FEMALE_ADVISOR_CHANCE = 2, -- If Women in History is enabled, chance of an advisor spawning as female