Generic Ministers: The Best & The Worst

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Haze340

First Lieutenant
84 Badges
Aug 7, 2009
223
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Basically what the title says: what are you preferred ministers and what ones do you steer clear of?

For me, Administrative Genius and Media Magnate end up being instant picks if available. Industrial Specialist is another good one, really anything that increases resources/IC or lowers dissent or consumer goods.

The resource specific ministers I usually don't bother with, sometimes I may pick Oil Baron if I am struggling with fuel but that doesn't happen often.
 
the +10% speed is also excellent & armored spearhead obviously. In KR, we also have the engineer who gives a +5% more speed and a +10% (attack)/+5% (defense) bonus in combat with the engineers which is very appreciable (especially that the engineer is one of the cheapest/most useful brigades)
 
When I played the NWO2 mod as Japan, I picked a Theoretical Scientist as my Armaments Minister, since there are so many Secret Weapons techs in the mod that are worth researching as soon as possible. I wouldn't really recommend one in the vanilla game though, unless you absolutely need to get nuclear weapons to achieve a breakthrough or something.

I agree that Administrative Genius is hands-down the best minister personality in the game, though it pales to the HoI2 version, which gave a whopping 10% extra industrial capacity.
 
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There are a couple that give you bonuses to IC and POP in occupied areas that are almost required if you are going to take and hold a lot of land.

I looked in the trait files and one is Prince of Terror and the other (I think) is Man of the People. Not sure if there are more.

Edit: Compassionate Gentleman is another.
 
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Still in KR there is also the innovative artillery officer who gives a +6% in attack and defense to the artillery brigades, which makes it possible to equip his infantry with two artillery brigades (normal and sp) and use it to break the enemy front (and send its mobile units into a breach) even if it is for "rich" armies.
Otherwise, I never really know what to take as a minister for the air force: the one who gives bonuses to fighter/interceptors or tactical bombers/CAS ?
 
Still in KR there is also the innovative artillery officer who gives a +6% in attack and defense to the artillery brigades, which makes it possible to equip his infantry with two artillery brigades (normal and sp) and use it to break the enemy front (and send its mobile units into a breach) even if it is for "rich" armies.
Otherwise, I never really know what to take as a minister for the air force: the one who gives bonuses to fighter/interceptors or tactical bombers/CAS ?
It would really depend on what situation you are in and what you wanted your air force to do ?
 
Otherwise, I never really know what to take as a minister for the air force: the one who gives bonuses to fighter/interceptors or tactical bombers/CAS ?

That's simple:
First the one with the best production boni, later the one with the best fighting boni... in dependence on what type of planes you produce and have the most of.
 
I misspoke: the minister actually gives a +5% in combat (attack/defense) and a +5% in organization. So, we should use the first (ftr/int) if we have difficulties to have air superiority and the second (cas/tac) when we have it not ?