I've been playing around with the idea of having an event choose a personality for certain AI countries at the start of the game and then every time the country gets a new ruler. The base chance is:
50% - Balanced
15% - Diplomacy
10% - Capital
10% - Colonial
15% - Military
But the event will also take into account the new ruler's stats as well as certain advisors and ideas along with some geographical data about the country. This is what I have so far but any suggestions on what to add, delete or change are welcome!
BALANCED
Positive modifiers:advisor = statesman
advisor = alderman
advisor = sheriff
<= 4 in ADM, DIP, & MIL
Negative modifiers:
DIPLOMACY
Positive modifiers:DIP 5-9
advisor = diplomat
advisor = ambassador
advisor = philosopher
idea = ecumenism
idea = humanist_tolerance
idea = cabinet
Negative modifiers:MIL 6-9
CAPITAL
Positive modifiers:ADM 5-9
advisor = trader
advisor = treasurer
advisor = collector
idea = national_bank
idea = shrewd_commerce_practise
idea = merchant_adventures
num_of_cots >=2
num_of_cities <3
num_of_cities <2
Negative modifiers:DIP 6-9
MIL 6-9
num_of_cities >5
num_of_cities >10
COLONIAL
Positive modifiers:advisor = colonial_governor
advisor = pioneer
advisor = navigator
advisor = grand_admiral
advisor = naval_reformer
idea = grand_navy
idea = sea_hawks
idea = superior_seamanship
idea = colonial_ventures
idea = vice_roys
idea = quest_for_the_new_world
Negative modifiers:num_of_cities < 3
num_of_cities < 2
num_of_ports < 1 (factor 0)
DIP 8-9
MILITARY
Positive modifiers:MIL 5-9
advisor = grand_captain
advisor = grand_admiral
advisor = army_reformer
advisor = naval_reformer
idea = grand_navy
idea = sea_hawks
idea = superior_seamanship
idea = grand_army
idea = military_drill
idea = national_conscripts
Negative modifiers:DIP 6-9
num_of_cities <3
num_of_cities <2