minister_personnel = {
	skill = diplomacy
	
	name = minister_personnel

	valid_position = {
		tgp_has_access_to_ministry_trigger = yes
	}

	tooltip = game_concept_minister_of_personnel_desc
	
	auto_fill = {
	}

	modifier = {
		name = minister_personnel_modifier
		fellow_vassal_opinion = 5
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		scale = council_scaled_by_liege_tier
	}

	modifier = {
		name = minister_personnel_modifier
		monthly_prestige = 1
		scale = council_scaled_monthly_income
	}

	modifier = {
		name = minister_personnel_modifier
		monthly_influence = 1
		enemy_political_scheme_success_chance_max_add = -5
		scale = council_scaled_admin_value
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		diplomacy = 1
		scale = chancellor_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = reliable_house_modifier
		diplomacy = 1
		scale = chancellor_reliable_house_scale
	}

	valid_character = {
		exists = root.liege_or_court_owner
		tgp_can_be_a_minister_trigger = { COURT_OWNER = root.liege_or_court_owner }
	}

	on_get_position = {
		got_council_position_effect = yes
		got_minister_position_effect = { MINISTER_TITLE = e_minister_of_personnel MINISTER_POSITION = minister_personnel }
	}

	on_fired_from_position = {
		fired_from_council_position_effect = yes
	}

	on_lose_position = {
		fired_minister_position_effect = yes
	}

	portrait_animation = happy_teacher

	barbershop_data = {
		position = { 918.0 172.0 }
		click_to_front = no
	}
}

minister_justice = {
	skill = learning
	
	name = minister_justice

	valid_position = {
		tgp_has_access_to_ministry_trigger = yes
	}

	tooltip = game_concept_minister_of_justice_desc
	
	auto_fill = {
	}

	modifier = {
		name = minister_justice_modifier
		fellow_vassal_opinion = 5
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		scale = council_scaled_by_liege_tier
	}

	modifier = {
		name = minister_justice_modifier
		monthly_prestige = 1
		scale = council_scaled_monthly_income
	}

	modifier = {
		name = minister_justice_modifier
		monthly_influence = 1
		enemy_political_scheme_success_chance_max_add = -5
		scale = council_scaled_admin_value
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		diplomacy = 1
		scale = chancellor_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = reliable_house_modifier
		diplomacy = 1
		scale = chancellor_reliable_house_scale
	}

	valid_character = {
		exists = root.liege_or_court_owner
		tgp_can_be_a_minister_trigger = { COURT_OWNER = root.liege_or_court_owner }
	}

	on_get_position = {
		got_council_position_effect = yes
		got_minister_position_effect = { MINISTER_TITLE = e_minister_of_justice MINISTER_POSITION = minister_justice }
	}

	on_fired_from_position = {
		fired_from_council_position_effect = yes
	}

	on_lose_position = {
		fired_minister_position_effect = yes
	}

	portrait_animation = page_flipping

	barbershop_data = {
		position = { 918.0 172.0 }
		click_to_front = no
	}
}

minister_works = {
	skill = stewardship
	
	name = minister_works

	tooltip = game_concept_minister_of_works_desc
	
	auto_fill = {
	}
	
	valid_position = {
		tgp_has_access_to_ministry_trigger = yes
	}

	modifier = {
		name = minister_works_modifier
		build_gold_cost = -0.03
		build_speed = -0.02
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
		scale = council_scaled_by_liege_tier
	}

	modifier = {
		name = minister_works_modifier
		monthly_influence = 1
		domicile_build_gold_cost = -0.05
		scale = council_scaled_admin_value
	}

	modifier = { # Minister modifiers
		name = minister_works_modifier
		monthly_merit = 1
		scale = council_scaled_celestial_ministry_value
	}

	modifier = { # Favored minister modifiers
		name = minister_works_modifier
		monthly_influence = 1
		monthly_treasury_from_ministry_budget_base = 0.25
		scale = council_scaled_celestial_ministry_favored_value
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		stewardship = 1
		scale = steward_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = reliable_house_modifier
		stewardship = 1
		scale = steward_reliable_house_scale
	}

	valid_character = {
		exists = root.liege_or_court_owner
		tgp_can_be_a_minister_trigger = { COURT_OWNER = root.liege_or_court_owner }
	}

	on_get_position = {
		got_council_position_effect = yes
		got_minister_position_effect = { MINISTER_TITLE = e_minister_of_works MINISTER_POSITION = minister_works }
	}

	on_fired_from_position = {
		fired_from_council_position_effect = yes
	}

	on_lose_position = {
		fired_minister_position_effect = yes
	}

	portrait_animation = minister_works

	barbershop_data = {
		position = { 1268.0 172.0 }
		click_to_front = no
	}
}

minister_grand_marshal = {
	skill = martial
	
	name = minister_grand_marshal

	tooltip = game_concept_minister_grand_marshal_desc
	
	auto_fill = {
	}
	
	valid_position = {
		tgp_has_access_to_ministry_trigger = yes
	}

	modifier = {
		name = minister_grand_marshal_modifier
		army_maintenance_mult = -0.06
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		scale = council_scaled_by_liege_tier
	}

	modifier = {
		name = minister_grand_marshal_modifier
		monthly_influence = 1
		maa_toughness_mult = 0.04
		scale = council_scaled_admin_value
	}

	modifier = { # Minister modifiers
		name = minister_grand_marshal_modifier
		monthly_merit = 1
		scale = council_scaled_celestial_ministry_value
	}

	modifier = {
		name = minister_grand_marshal_modifier
		men_at_arms_recruitment_cost = -0.15
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		martial = 1
		scale = marshal_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = reliable_house_modifier
		martial = 1
		scale = marshal_reliable_house_scale
	}

	valid_character = {
		exists = root.liege_or_court_owner
		tgp_can_be_grand_marshal_trigger = { COURT_OWNER = root.liege_or_court_owner }
	}

	on_get_position = {
		got_council_position_effect = yes
		got_minister_position_effect = { MINISTER_TITLE = e_minister_grand_marshal MINISTER_POSITION = minister_grand_marshal }
	}

	on_fired_from_position = {
		fired_from_council_position_effect = yes
	}

	on_lose_position = {
		fired_minister_position_effect = yes
	}

	portrait_animation = grand_marshal

	barbershop_data = {
		position = { 1268.0 172.0 }
		click_to_front = no
	}
}
