Hello community (and paradox dev lurkers
). I did take the liberty of searching the forums for a thread on this topic, but I didn't find much relevance. I admit, it was cursory search, but I thought my suggestions might merit enough discussion on their own to not be transplanted into some two-year old thread. Anyway, read on!
A few suggestions regarding the advisor mechanic.
1. First and foremost we can pretty much all agree that we need more available advisors. A few of the casters I watch have mentioned that you can never find the right advisor at the right time, and I have found this in my experience. Increasing the base number of available advisors would be a start towards solving this problem. As an aside, this is probably because those casters (shenryyr I'm looking at you) were all spoiled by EU3 with its pick-and-choose system whereas I only found the franchise after the CoP DLC came out. Nevertheless, I agree that always having one or two level 1 advisors available in each category seems like a fairly reasonable and historical necessity, and the vanilla game will almost never roll dat RNG for you. If you want to talk historically, I'm sure there were treasurers and theologians in most every state in medieval Europe. Perhaps not every nation had every kind of advisor, but even the poorest monarch should have his pick of more than 2-3 level 1 advisors.
Regarding how to implement such a change, I propose scaling the amount of available advisors to the size of the nation, or some other factor (stability, legitimacy, etc) so that there is still an element of risk management, a little volatility for the player to deal with. If your king dies and a weak claim heir comes to the throne, it would make sense that the best advisors (that don't already have jobs) might leave the country and seek better fortunes. Or perhaps it simply changes the type of advisors that show up to court. Options, only options.
2. Instead of only having advisors of level 1,2, and 3, consider adding levels 4 and 5. I think this could be a significant equalizer for non-western countries that have the potential for high income but usually can't compete in the tech game. Consider Ming, which inevitably falls behind on tech regardless of their ridiculous gold toilets. This particular problem was exacerbated by the nerf to westernization, which as I understand it no longer provides much incentive at all for a player to implement (I haven't examined the latest updates to westernization). However this suggestion could also make late game play more interesting, with money and monarch points having a more fluid exchange rate for all nations.
3. More advisor types. With the introduction of the autonomy mechanic, an advisor (A Propagandist) to lower provincial autonomy would be excellent. A residual war exhaustion reduction advisor (Veteran Fundraiser) might also make sense. Perhaps more radical would be advisors to increase or decrease piety for islamic nations, or patriarchal authority for orthodox ones.
Military advisors could get expanded too. You've already got discipline and morale, why not infantry/cavalry/artillery combat ability? Add in Heavy/Light/Galley combat and you've added essentially the same number to Admin, Diplo and Military. My goal with these military suggestions in particular is to point out that sometimes the only reason a player would take an Idea Group is because of one particular idea, and even then only for one campaign. It's possible and entirely historical for nations to focus in the short term on particular technologies or efficiencies, but the current advisor system can't quite reflect that. Look at Iran and their nuclear centrifuges. But when that advisor dies (or is assassinated by Mossad) the advances stop and the playing field is leveled. Someone taking a cavalry combat ability advisor might be able to beat back a Horde, or that Horde might conquer rome (until their advisor/general dies)!
I see no reason why advisors can't add to the more tactical, short term level of game play just as much as their long term monarch point benefits. They're not as permanent as Technology Groups, Idea Groups, or Policies or Decisions. Each advisor has a built in mortality date, right? So as long as they're temporary, make them more tactical weapons instead of long term things like religious conversion. How many people have hired the conversion advisor to convert a particularly valuable province only to have him die in the middle of it? Go on, raise your hands. That's not useful. Hiring someone to teach your army better tactics without having to wait for some tech, weeeelll - that could be useful.
One other idea I've been rolling around would be to have not global, but maybe regional pools of advisors. Like a set number of level 1 Commandants for Europe. Or even just a hard cap on the number of advisors in a region. I came to this idea by way of Galileo, and thinking about how religions limited the work of great men. This is more of a thought or speculation than an actual suggestion, but I'm interested to see if anyone else has thought along those lines.
Anyway, I welcome your thoughts.
A few suggestions regarding the advisor mechanic.
1. First and foremost we can pretty much all agree that we need more available advisors. A few of the casters I watch have mentioned that you can never find the right advisor at the right time, and I have found this in my experience. Increasing the base number of available advisors would be a start towards solving this problem. As an aside, this is probably because those casters (shenryyr I'm looking at you) were all spoiled by EU3 with its pick-and-choose system whereas I only found the franchise after the CoP DLC came out. Nevertheless, I agree that always having one or two level 1 advisors available in each category seems like a fairly reasonable and historical necessity, and the vanilla game will almost never roll dat RNG for you. If you want to talk historically, I'm sure there were treasurers and theologians in most every state in medieval Europe. Perhaps not every nation had every kind of advisor, but even the poorest monarch should have his pick of more than 2-3 level 1 advisors.
Regarding how to implement such a change, I propose scaling the amount of available advisors to the size of the nation, or some other factor (stability, legitimacy, etc) so that there is still an element of risk management, a little volatility for the player to deal with. If your king dies and a weak claim heir comes to the throne, it would make sense that the best advisors (that don't already have jobs) might leave the country and seek better fortunes. Or perhaps it simply changes the type of advisors that show up to court. Options, only options.
2. Instead of only having advisors of level 1,2, and 3, consider adding levels 4 and 5. I think this could be a significant equalizer for non-western countries that have the potential for high income but usually can't compete in the tech game. Consider Ming, which inevitably falls behind on tech regardless of their ridiculous gold toilets. This particular problem was exacerbated by the nerf to westernization, which as I understand it no longer provides much incentive at all for a player to implement (I haven't examined the latest updates to westernization). However this suggestion could also make late game play more interesting, with money and monarch points having a more fluid exchange rate for all nations.
3. More advisor types. With the introduction of the autonomy mechanic, an advisor (A Propagandist) to lower provincial autonomy would be excellent. A residual war exhaustion reduction advisor (Veteran Fundraiser) might also make sense. Perhaps more radical would be advisors to increase or decrease piety for islamic nations, or patriarchal authority for orthodox ones.
Military advisors could get expanded too. You've already got discipline and morale, why not infantry/cavalry/artillery combat ability? Add in Heavy/Light/Galley combat and you've added essentially the same number to Admin, Diplo and Military. My goal with these military suggestions in particular is to point out that sometimes the only reason a player would take an Idea Group is because of one particular idea, and even then only for one campaign. It's possible and entirely historical for nations to focus in the short term on particular technologies or efficiencies, but the current advisor system can't quite reflect that. Look at Iran and their nuclear centrifuges. But when that advisor dies (or is assassinated by Mossad) the advances stop and the playing field is leveled. Someone taking a cavalry combat ability advisor might be able to beat back a Horde, or that Horde might conquer rome (until their advisor/general dies)!
I see no reason why advisors can't add to the more tactical, short term level of game play just as much as their long term monarch point benefits. They're not as permanent as Technology Groups, Idea Groups, or Policies or Decisions. Each advisor has a built in mortality date, right? So as long as they're temporary, make them more tactical weapons instead of long term things like religious conversion. How many people have hired the conversion advisor to convert a particularly valuable province only to have him die in the middle of it? Go on, raise your hands. That's not useful. Hiring someone to teach your army better tactics without having to wait for some tech, weeeelll - that could be useful.
One other idea I've been rolling around would be to have not global, but maybe regional pools of advisors. Like a set number of level 1 Commandants for Europe. Or even just a hard cap on the number of advisors in a region. I came to this idea by way of Galileo, and thinking about how religions limited the work of great men. This is more of a thought or speculation than an actual suggestion, but I'm interested to see if anyone else has thought along those lines.
Anyway, I welcome your thoughts.