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 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 ).
Advisors eventually die and must be replaced.
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 advisors
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.
Advisors have a 2% chance of being female.
Enlarging the advisor pool
This can be increased by the following:
|+2||for being the curia controller.|
|+1||for being a lucky nation (AI only).|
|+1||for the emperor of the HRE.|
|+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:
Decisions and events:
|+1||Terakoya||Japanese event: “Terakoya”
||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”
||for 10 years.|
|+1||Dhimmi Administrators||Dhimmi event: “Administrators from the $ESTATE_DHIMMI$.”
||for 15 years.|
|+1||Elaborate Court Life||Nobility event: “The Levee”
||for 25 years.|
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).
The monthly cost of an advisor is calculated from a base amount, which is the square of their skill level (1, 4 or 9). 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.
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).
For a 50 year old Skill 2 advisor (base 4 per month) in the year 1544, with inflation of 10%:
Factors modifying advisor cost
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 1.21.
Note that these modifiers are applied after applying the change in base cost due to the current year.
- Inflation: +variable%
- Bankruptcy: +100%
- Low Meritocracy: up to +25% at 0 Meritocracy
- Confucian harmonized with Theradvava: -5%
- Trading in Tea: -10%
- Tengri with Shia, Ibadi, Jewish or Reformed as syncretic faith: -10%
- Theravada: -10%
- Fetishist with Haymanot cult: -10%
- Ruler with Well Connected personality: -20%
- Being The Curia controller: -20%
- High Meritocracy: up to -25% at 100 Meritocracy
- Ceremonial fire pit Native building: -50%
- Advisor discount: -50%
- Various events: -variable%
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. 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.
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.
|Artist||Stability cost modifier: −10%|
|Inquisitor||Missionary strength: +2%|
|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%|
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 repair diplomatic relations are two examples.
|Colonial governor||Tariffs: +10%||The province owner:|
|Diplomat||Improve relations: +20%|
|Naval reformer||Morale of navies: +10%||The province has a port.|
|Navigator||Colonial range: +20%||The province owner:|
|Spymaster||Spy network construction: +25%||Hire Ninjas|
|Statesman||Diplomatic reputation: +1|
|Trader||Trade efficiency: +10%|
Military advisors 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 siege are two examples.
Longevity versus hiring cost
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 rish 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.)
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.
Here are the portraits of all advisors the player can hire :
- From : FEMALE_ADVISOR_CHANCE = 2, -- If Women in History is enabled, chance of an advisor spawning as female