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The council

Alert appointment.png The Council is a group of specialized characters helping to rule the realm. There are five council positions, each linked to one of the attributes.

Each councilor has three possible jobs, also known as abilities or missions. A councilor can only perform one job at a time, and cannot lead troops while assigned to a job. Once assigned to a job, they get the working  status.

A councilor's skill in the linked attribute affects their performance in jobs and boosts your state attribute. Their skills in other attributes is largely unimportant. However, high intrigue skill can make them dangerous if disloyal, due to their doubled plot power.

Vassal patricians in merchant republics and khans in khaganates expect a place on the council. There is an opinion penalty if they are not appointed as councilors.


Job Primary attribute Dignity Opinion modifier Monthly salary Monthly prestige Monthly piety
Obj become chancellor.png Chancellor Icon diplomacy.png Diplomacy 0.33 +15 0.10 0.75
Obj become marshal.png Marshal Icon martial.png Martial 0.33 +15 0.10 0.75
Obj become treasurer.png Steward Icon stewardship.png Stewardship 0.33 +15 0.10 0.75
Obj become spymaster.png Spymaster Icon intrigue.png Intrigue 0.10 +15 0.10
Obj become spiritual.png Court Chaplain Icon learning.png Learning 0.15 +15 0.10 0.5

Prestige, piety, and salary are scaled by rank: doubled for councilors of dukes, tripled for councilors of kings, quadrupled for councilors of emperors. Furthermore, salaries are tripled in merchant republics.

Variant names[edit]

The names of councillors listed above are considered the "default"; they are the ones used for Western European Catholics. With different religion or culture they may have different names. This does not affect their functions (except for Muslims, whose Imam / Mullah performs charity instead of improving religious relations).

(This table is incomplete.)

Culture/Religion Chancellor Marshal Steward Spymaster Court Chaplain
Orthodox Magistros Protostrator Sakellarios Mystikos Ecclesiarch or Patriarch1
Miaphysite Court Chaplain or Patriarch1
Sunni Court Imam
Shia Court Mullah
Pagan (other than Norse / Aztec) Diviner
Norse Seer
Aztec (religion) Cihuacoatl Tlacatecclatl Petlacalcatl Tillancalqui Sahagun
Zoroastrian Astabadh Eran Spahbod Darik-Pat Mobad
Greek Magistros Protostrator Sakellarios Mystikos
Iranian or Arab Grand Vizier
Jewish Court Rabbi
Indian Upadhyaya

1 Normally Ecclesiarch / Court Chaplain. If you are a king or emperor and not the Ecumenical Patriarch's / Coptic Pope's liege, your chaplain's title is Patriarch and he is your realm's religious head (he appears in the church's list of autocephalous patriarchs).


In all cases your councillors must not be incapable or in prison. They must be your courtiers or direct vassals.

Most council positions are only open to men. The exceptions are as follows:

  • The Spymaster may be your wife or mother. If you appoint your wife, be aware that her Intrigue is only added to your state Intrigue once as your spymaster, not one and a half times as both your spymaster and your wife. Additionally, pagans may appoint female pagan spymasters. Muslim rulers may also appoint their secondary wives as spymasters.
  • Pagans other than Aztec and Tengri (whether reformed or not) may appoint female chaplains.
  • Cathars may appoint other Cathars as councillors regardless of gender.
  • Messalians, like Cathars, can appoint councilors regardless of gender if they have the same religion.
  • Bogomils may appoint female chaplains.
  • Some characters have flags marking them as an exception to the usual rules. If they have it, they may be appointed to the appropriate position despite being female or a child. This is used for example for Jeanne d'Arc, who may be your marshal (and lead armies) despite being female.
  • Conclave DLC adds Status of Women laws, gradually opening all secular council positions to women.

The lord spiritual must share the liege's religion, and has additional requirements depending on religion:

  • Non-Muslims:
    • Can only appoint courtiers, theocratic vassals (such as bishops), or clan leaders
    • Orthodox rulers (and other with autocephaly) cannot appoint courtiers unless they have no bishops (or are tribal)
  • Muslims:
    • Can only appoint characters with one of the religious education traits.
    • Cannot fire their imam (except indirectly, e.g. by causing them to become imprisoned or transferring vassalage)
  • Dharmists:
    • Indian rulers can only appoint those with Brahmin caste to this office.



  • Job improve relations.png Improve Diplomatic Relations
    • Success: A four-year +30 opinion modifier with a random local ruler (who is either count+ tier or your direct vassal). Can stack multiple.
    • Failure: A two-year -20 opinion modifier with a random local ruler (including barons).
  • Job fabricate claims.png Fabricate Claims (not available to nomads)
    • Success: Creates a strong uninheritable claim, usually on a county.
      • MTTH falls quickly to 85 months at 14 diplomacy skill, then slowly to 63 months at 20 diplomacy skill
      • The tier of the claimed title depends on secondary rolls:
        • Kingdom claim: Requires the "Become King" ambition, but works on any de jure kingdom. Once per lifetime. The chance of this occurring depends on the value of the Chancellor's diplomacy: 20% chance if Diplomacy is 22 or above, 10% chance if Diplomacy is between 18 and 21, 5% chance if Diplomacy is between 15 and 17, 2% chance if Diplomacy is 14 or below. Costs 2 years' income.
        • Duchy claim: 10% if the chancellor's diplomacy attribute is between 15 and 17, 20% if between 18 and 19, and 30% if 20 or above. Costs 2 years' income.
        • County claim: This is the result if the conditions or rolls for higher title claims fail. Costs 1 year's income.
      • Lose prestige based on your current tier, and lose scaled_wealth based on the tier of the claimed title. You are allowed to go negative.
    • Failure: The target gets an event letting them attempt to assassinate or bribe the chancellor.
  • Job sow dissent.png Sow Dissent
    • Success: A negative temporary opinion modifier both ways from the vassal at the targeted province and his liege.
    • Failure: Discovery and negative opinion of sender.
  • Improve Clan Sentiment (nomads only; replaces Fabricate Claims)
    • Success: Improves the clan sentiment (not the same as regular opinion) of another clan towards yours.



  • Job assist arrest.png Suppress Revolts
    • +1% chance/skill of imprisoning characters in province.
    • -1% chance/skill of revolt in province.
  • Job train troops.png Train Troops
    • Levy size +2.5%/skill. Applies to every holding directly held by the liege in the province.
    • Reinforce rate +5%/skill. Applies to every holding directly held by the liege in the province.
    • Success: +50% reinforcement rate for 1 year in province.
    • Failure: Anger vassal with Ambitious or Deceitful traits, -200% province reinforcement rate for 6 months.
  • Job advance mil tech.png Research Military Tech (not available to tribes)
    • +5% Military tech spread rate/skill.
    • Success: Local lord with 8+ Military skill and either 7+ Diplomacy or Gregarious trait gets improved relations, 50 Military points.
    • Failure: Marshal wounded (75% chance) or maimed (25% chance).
  • Job organize raid.png Organize raid (only for tribes; replaces Research Military Tech )
    • Success: Get event troops (Three stacks each 2.5% of realm levies, minimum of 100 and maximum of 3000), which must be used to raid within 5 months or else be disbanded, costing money. Must be at peace to trigger.



  • Job squeeze peasant.png Collect Taxes (not available to tribes or nomads)
    • +2.5% tax/skill. Applies to every holding directly held by the liege in the province.
    • Success: Get bonus money equal to 50% of annual income.
    • Failure: Steward is chased by peasants and potentially wounded or killed; liege loses 10-15 prestige.
    • Failure: Peasants angered; increasing revolt risk and annoying local lords.
  • Job oversee construction.png Oversee Construction
    • -2.5% construction time/skill.
    • Success: Steward becomes permanent Master Builder, reducing construction time by a further 5% wherever present (this continues to apply even if fired from stewardship job).
    • Failure: Local noble sabotages building, decreasing relations and increasing build time by 30% for one year.
  • Job advance eco tech.png Research Economy Tech (not available to tribes)
    • +5% Economy tech spread speed/skill
  • Job build legend.png Build Legend (only for tribes)
    • +0.1 Prestige per skill per month
    • Success: Get event troops (Three stacks, each 7.5% of realm levies, minimum of 100 and maximum of 3000), which must be used in battle within one year (plus or minus three months) or else be disbanded, costing prestige.) Troops are automatically disbanded when war ends, although they will remain if another war was declared before ending the first one.
  • Job settle tribe.png Settle Tribe (only for tribes)
    • Success: Target province converts to owner culture. (Can target only provinces in your own demesne)
    • Failure: Steward injured.
  • Collect Tribute (only for nomads)
  • Must be sent to a vassal or tributary.
    • Success: collected extra income.
    • Failure: relations penalty.



  • Job uncover plots.png Scheme
    • +1% increased chance of detecting plots per skill, in a given province[Who must be in the province? Plotter? Backers? Target?]
    • Success: An event allowing you to discourage a vassal from being a member of factions in your realm.
    • Success: An event allowing you to encourage a fellow vassal to join your faction.
    • Failure: The spymaster is attacked by thugs.
  • Job organize spies.png Build Spy Network
    • +0.5% plot power per skill point
    • Success: Liege can attempt to blackmail a male homosexual ruler
    • Success: Liege can accuse a ruler of corruption and attempt to fine them
  • Job study technology.png Study Technology
    • Must be placed in province you do not control, with at least one tech further advanced than your capital.
    • Technology spreads from target to capital (faster based on skill) (multiplicative with other councilors in "Research" jobs)
    • Success: Gain 50 tech points in a random field. (Faster with intrigue skill up to 13 and with Scholarship focus.)
    • Failure: The ruler of the target province discovers the spymaster, likely imprisoning him/her.


  • Discovers plots. If you have no Spymaster, you will not discover any plots.
  • If the Spymaster is plotting against you, they won't tell you! It is very important to for your Spymaster to have a high opinion of you. Ideally they also have high ai_honor, although most traits that increase Intrigue skill also decrease ai_honor.
  • Removes fog of war from the job province and all neighboring provinces, making both "Study Technology" and "Build Spy Network" useful for scouting.

Court Chaplain[edit]


  • Job inquisition.png Proselytize in own realm
    • Success: A vassal or courtier in the province converts to your religion (high frequency).
    • Success: The county is converted to your religion (low frequency).
    • Failure: The chaplain is attacked, being killed or injured. You lose 10 Prestige.
    • Failure: The chaplain accuses a vassal of heresy. The vassal gives you an event in which you can choose to back them up or back up your chaplain. You get an opinion bonus with one and a penalty with the other.
    • Failure: Local population resists conversion, causing increased revolt risk for 1 year.
  • Job inquisition.png Proselytize in pagan capital
    • Success: Allowed to stay. Liege gains 20 piety. (May be imprisoned instead.)
    • Success: Converts pagan courtier. (May be imprisoned afterward.)
    • Success: Attempts to convert pagan ruler. (Expelled if unsuccessful.)
  • Job advance cul tech.png Research Cultural Tech (not available to tribes)
    • +5% cultural spread rate/level
    • Success: The chaplain finds a great philosopher. You get an event with the option of paying money to gain 50 Cultural tech points.
    • Failure: The chaplain converts to a heresy and gives you an event allowing you to choose to do the same or imprison them. (MTTH falls to 26 years as learning increases to 13)
  • Job improve rel relations.png Improve Religious Relations (non-Muslim only)
    • Success: A local religious ruler gives you +40 opinion for two years (high frequency).
      • Useful for your religious head, especially the Pope. Try to pick a province where the Pope personally holds all churches.
    • Success: A local religious ruler gets a -15 opinion penalty toward their religious head.
      • Potentially useful for vassal Catholic bishops, so they pay taxes to you instead of the Pope
  • Job charity.png Perform Charity (Muslim only)
    • -1% revolt risk per skill in the target province.
    • Success: You gain 15 piety (MTTH: 57 months with 13+ skill).
    • Success: Improved relations with vassal of same religion (MTTH: 70 months with 13+ skill, modified by moral authority).
    • Failure: The imam / mullah is attacked by a mob, being wounded or killed.
    • Failure: The imam / mullah embezzles money. You may pardon or imprison him.
  • Job build zeal.png Build Zeal (Tribes only)
    • +0.05 piety per skill per month
    • Success: Raise zealot event troops. Three stacks, each 7.5% of realm levies, minimum of 100 and maximum of 3000. If not used in a religious war within one year (plus or minus three months) or explicitly disbanded, they will leave, costing piety.

Good traits for councilors[edit]

Depending on your councilors' skills and traits, they may be able to trigger additional events, regardless of their current mission.

Job Councilor requirements Liege requirements DLC Event
Chancellor 12+ skill and
Not tribal or nomadic Choice of +25 feudal vassal opinion or +25 republic vassal opinion
Capital prospers (if The Reaper's Due is enabled)
Chancellor Diligent  Improved opinion from a random vassal, with spouse, or with all courtiers
Chancellor Diligent  or
(12+ and Gregarious )
None of Charismatic negotiator.pngGrey eminence.pngGregarious.png
DLC icon Conclave.png For a favor, chancellor helps you become multilingual (+1 diplomacy, +1 learning)
Marshal 12+ skill and
Choice of +10% morale (global) or +10% levy size (where marshal is working)
Capital prospers
Marshal Wroth  Liege may seize marshal's wealth
Marshal Diligent  or
DLC icon Conclave.png Spend 30 wealth on experiments that may yield +50 military tech points
Steward 12+ skill and
<50 wealth and 2% revolt risk Choice of +10% tax income (?) or -5% revolt risk (demesne provinces)
Capital prospers
Steward Just  -5% revolt risk in a random demesne province (Justice Prevails)
Steward Kind  or
Epidemic in demesne reduce_disease = 0.33
Steward Greedy  Liege may seize steward's wealth
(Only without Conclave)
Steward 15+ skill and
DLC icon Conclave.png +300 wealth (and possibly a followup request to be granted a county)
Steward 15+ skill and
Any of Ambitious.pngKind.pngProud.png
Less than 10 stewardship
DLC icon Conclave.png Join your steward on a full day's work
Gain Honest  and Just  (or an alternative stewardship bonus)
Or leave early to become Greedy  or Wroth , if you prefer.
Spymaster 12+ skill and
Choice of +10% arrest chance or +10% plot power
Capital prospers
Spymaster Diligent  or
DLC icon Conclave.png Precautionary safety measures
Spiritual 12+ skill and
Choice of +25 church opinion or +0.1 monthly piety
(For Muslims: +0.2 monthly piety)
Capital prospers
Spiritual Zealous  and
350 wealth
250 wealth DLC icon Conclave.png Spiritual offers to pay 250g toward the construction of a new temple, if you also spend 250g.

Other trait considerations[edit]

Councilors have increased plot power against you. Watch out for councilors who have traits that increase inclination to join assassination plots, such as Deceitful . This is especially if they have low opinion of you, high intrigue skill, or the spymaster position.

With Conclave: councilors with certain traits may trigger an "abuse of office" event that gives them 100 wealth. If the councilor is a courtier, you'll have an opportunity to seize or inherit this wealth. These events can increase revolt risk, so they should be avoided if you're an independent count.

With Conclave: councilors who are Content  are more likely to select the Loyalist  stance. On the other hand, content vassals rarely join factions, so they are less important to pacify with council jobs.

With The Reaper's Due: landed rulers who are Paranoid  may go into seclusion even when there is no epidemic disease present in their capital. They will be unable to trigger mission events while in seclusion, but they will still contribute to your state attributes and will still be upset if fired.

With The Reaper's Due: you may wish to appoint the same character as Lord Spiritual and Court Physician. Both depend on learning skill, and the +10 opinion from the council position will sometimes earn you better treatment for your diseases. If you choose to do so, traits that affect court physician efficacy should be your primary concern.

Applicable to Conclave DLC only[edit]

Council power and voting[edit]

Depending on your council laws, some actions will require a council vote. Bypassing the council's decision is considered an act of tyranny. Vassals may create factions to demand increased council power.

Powerful vassals[edit]

With the Conclave DLC active, a player's most powerful vassals will clamor for a seat on their liege's council. Those who are eligible for a position, but do not have one, get a -40 opinion penalty toward their liege. This can stack with similar opinion penalties for patricians in a merchant republic or khans in a khaganate.

The number of "powerful vassals" is one less than the number of voting seats. This allows for the fact that most rulers cannot appoint a powerful vassal as Court Chaplain.

Councilors not joining factions[edit]

When the council is empowered to vote on War Declarations, councilors cannot join factions while the council is content. The council is considered discontent for several years after succession or tyrannically bypassing a council vote. Tribal and nomadic councilors are not prevented from joining factions.


Advisors are extra voting positions in kingdoms and empires. Kings have 1 advisor slot and emperors have 2 slots. The council must be empowered for advisor slots to appear. Advisor seats are only visible in the "My Council" tab.

Advisors do not affect state attributes or job action performance, so their skills are unimportant. These seats are typically given to "powerful vassals" whose abilities are too low for any standard council seat. Advisors can be useful as active commanders, since they are not busy with job actions.

Councilors can be swapped into advisor roles instead of being fired. This is useful if a poorly skilled vassal uses a favor to force their way onto the council. To ensure the correct advisor takes the main council seat, right-click the existing advisor rather than the main councilor.

Personal attributes
Landed titles
De jureDemesneFeudalismTitular titleCouncilCouncil vote