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unmerged(106498)

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Jul 5, 2008
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Some of the advisors... lets face it, nobody, not even the AI ever recruits them. Replace say... Colonel (-5% merc cost per dot) who's only worth having if you're a huge country with tons of mercs that for some reason has no manpower with a new advisor type who taps down war exhaustion.
 

Darkrenown

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Well, one problem I see with -WE advisors would be that with a decent king + this advisor you'd have enough -WE effects to just keep war taxes activated all the time by DoWing random far off minors.
 

Jerzul

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How would you call it?

Master Propagandist? Head of Public Relations?
The rarely known development of the 15th Century: The Royal Ministry of Information, everything is double plus good!
 

Anthropoid

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In the advisor mod for pre-HTT each advisor had two functions instead of just one. It seemed pretty well balanced too.
 

Praaktis

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I don’t remember the proper names for many of these as I don’t have the game up. (at work)

... Yea the one giving additional blockade i felt was a little weak too. Or additional naval MP.

Others I don’t use... the ones that give you lower interest on loans and the increase to colonial range.

Although i am all for new advisors, id be more inclined to want to see some of them combined... Many of the bonuses from advisors are only for a specific single feature. Like the diplomats/ambassadors (Rep vs Dip) or ones for colonial growth vs colony chance. Spies chance / defense etc.

Of course all of these do have their merit and uses, it just depends on your current situation as to whether they are practical. I def have used them all at some point in past games... even if it was temporary.

I just feel since you can only have 3 advisor slots, it would be better if we combined the similar features on some of the less used advisors to make them more versatile and valuable...
 

Cikomyr

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IAlthough i am all for new advisors, id be more inclined to want to see some of them combined... Many of the bonuses from advisors are only for a specific single feature. Like the diplomats/ambassadors (Rep vs Dip) or ones for colonial growth vs colony chance. Spies chance / defense etc.

Of course all of these do have their merit and uses, it just depends on your current situation as to whether they are practical. I def have used them all at some point in past games... even if it was temporary.

I just feel since you can only have 3 advisor slots, it would be better if we combined the similar features on some of the less used advisors to make them more versatile and valuable...

It would be even better if said multi-skilled advisors don't have the same skills in everything.

Hell, some military geniuses (8-star Military Advisor) could also give you penalty (minus 2-star diplomacy), or vice-versa. You would have to weight your pros and cons before taking a highly influencial advisor.
 

wraitii

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THIS! I hate being a non-Catholic country and getting almost no missionaries if I want to be innovative.

This can however be fixed another way : by making innovative higher tolerance toward heretics and heathen ( example : full innovative would be a total of + 4 toward heretics and +3 toward heathens ), and make tolerance counteract the effect of wrong religion. So you don't need missionaries while innovative, which seems logical since in-game innovative is also " open-minded "
 

Anthropoid

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It would be even better if said multi-skilled advisors don't have the same skills in everything.

Hell, some military geniuses (8-star Military Advisor) could also give you penalty (minus 2-star diplomacy), or vice-versa. You would have to weight your pros and cons before taking a highly influencial advisor.


Agree they should be more idiosyncratic and multi-faceted. Maybe a guy that gives -0.2 Inflation, -0.2 Revolt Risk and -0.07 Army Morale would be ideal at times.

Ideas for algorithm for it:
All advisors have at least one attribute. Some chance to have two and low chance to have three. Second or third attribute could be either a bonus or a detriment, but chance of detriment should be based on how strong the bonus on first one is (a guy that has a weak bonus and a moderately strong detriment would simply not "be" an advisor). If third attribute is generated, and first two are bonuses chance for third one to be a detriment should be pretty high, etc.
 

SharpFish

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The only time I have used the interest rate reducing guy was once when he was five star and I planned to borrow enough to buy a manufactory. Otherwise you'd have to be in serious trouble to hire one, and at low levels he may not be worth the upkeep cost.

I agree with the proposition for one that add missionaries - a Jesuit perhaps? Alternately one that adds spies, because if you are free trade/aristo you get none. Max WE reduction seems viable, although you already have judges which reduce the impact of WE.
 

Cikomyr

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Agree they should be more idiosyncratic and multi-faceted. Maybe a guy that gives -0.2 Inflation, -0.2 Revolt Risk and -0.07 Army Morale would be ideal at times.

Ideas for algorithm for it:
All advisors have at least one attribute. Some chance to have two and low chance to have three. Second or third attribute could be either a bonus or a detriment, but chance of detriment should be based on how strong the bonus on first one is (a guy that has a weak bonus and a moderately strong detriment would simply not "be" an advisor). If third attribute is generated, and first two are bonuses chance for third one to be a detriment should be pretty high, etc.

I really like this idea, the more I think about it. It would really make your advisors living.

While I agree that if you have an advisor with 2 positive modifiers, most of the time the 3rd would be a penalty. But it would be nice to have an exceptional one which gives all bonuses. Ya know, an advisor to remember eternally.

Hum... by the way, idea for advisor: Doctor. Increase the life expectancy of your King/Advisors/Generals/Admirals by 2 x (Star) year on AVERAGE.
 

Praaktis

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I do like the ideas for a bonus for missionaries, spies, merchants or colonists as advisors (weren't they there in the first release of EU3?) as i sometimes find myself in dire need, but then think it might make those respective NIs giving the same bonuses, feel less useful or needed.

This is a seriously complicated game with so many facets... its sometimes difficult to fix or modify a drawback in a system, without adversely effecting something else.