Would one of you lads give me a quick run-down on what some of these Advisor bonuses are?
Lad? I'm 40 y/o fine citizen. Percentage bonuses to the tax and production income streams are better for larger nations compared to smaller nations.
Land/Naval Forcelimits modifiers
- Your forcelimit is the number of units you can keep without paying a penalty cost. Each province adds something to one or both of these (only coastal provinces add to your navy forcelimit). The advisor raises that and advisors do stack.
Manpower modifier (at first I thought this was a growth bonus)
- If you have no attrition, your manpower grows every month until it hits a limit and that's it. The limit is based on the size and manpower supply of your provinces. This just raises that limit, not how fast it replenishes.
Trade Efficiency
- This one improves how much money you get from each merchant you have in the various Centers of Trade. Your trade in 1399 starts in the 20 to 30 % range so a 3% bonus to trade efficiency can be significant if you are a trading nation early in the game.
Production Efficiency
- PE is the multiplier that improve how much money you can get from your province production. Early in the game this is normally in the 20% to 30% range so a 3% improvement will boost your take from production from, for example, 30% to 33% (a 10% jump). This tends to be an advisor for larger nations in my opinion.
Tax Rate Modifier (raw addition to existing tax rate? or the rate increases by this fraction?)
- Your tax rate modifier improves the percentage of tax you get from each province. It starts around 100% at the beginning of the game so it's not as big a boost as the production or trade advisors can be.
Reinforcement modifier
- This one is used to speed up how quick your manpower is sent to your regiments in the field. If you are in a tough fight, this can help recover your surviving units faster. The downside is it won't increase your manpower reserves, so this advisor won't do much for you once your manpower reserves are used up.
Fort Defense modifier (how is this applied?)
- This one helps slow down enemy sieges on your forts. I don't have specifics.
Colonial Range modifier
-The percentages from Quest for the New world (+50%) add with this modifier. For example if your base range is 200, QftNW will allow you to colonize up to 300 units away from your nearest province with a core. Add a +30% advisor and you now have a 180% modifier. You can colonize any province within 360 units. If you have QftNW, three 30% advisors, and a base range of 200, you can colonize up to 480 units away.
And do these modifiers stack with functionally identical advisors?
-Yes they stack. However, in the latest version, Divine Wind, you can only have one of each type of advisor.
edit - Other posters beat me to it.