every_possible_country = {
	generate_character = {
		token_base = AIR_ADVISOR_1_BASE
		gender = male
		advisor = {
			slot = air_chief
			traits = { air_chief_1_reform }
			cost = 100
			idea_token = AIR_ADVISOR_1_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_advisor_1 }
		}
	}
}

every_possible_country = {
	generate_character = {
		token_base = AIR_ADVISOR_2_BASE
		gender = male
		advisor = {
			slot = air_chief
			traits = { air_chief_1_safety }
			cost = 100
			idea_token = AIR_ADVISOR_2_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_advisor_2 }
		}
	}
}

every_possible_country = {
	generate_character = {
		token_base = AIR_ADVISOR_3_BASE
		gender = male
		advisor = {
			slot = air_chief
			traits = { air_chief_1_night_operations }
			cost = 100
			idea_token = AIR_ADVISOR_3_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_advisor_3 }
		}
	}
}

every_possible_country = {
	generate_character = {
		token_base = AIR_ADVISOR_4_BASE
		gender = male
		advisor = {
			slot = air_chief
			traits = { air_chief_1_ground_support }
			cost = 100
			idea_token = AIR_ADVISOR_4_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_advisor_4 }
		}
	}
}

every_possible_country = {
	generate_character = {
		token_base = AIR_ADVISOR_5_BASE
		gender = male
		advisor = {
			slot = air_chief
			traits = { air_chief_1_all_weather }
			cost = 100
			idea_token = AIR_ADVISOR_5_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_advisor_5 }
		}
	}
}

every_possible_country = {
	generate_character = {
		token_base = AIR_ADVISOR_6_BASE
		gender = male
		advisor = {
			slot = air_chief
			traits = { air_chief_1_ace_expert }
			cost = 100
			idea_token = AIR_ADVISOR_6_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_advisor_6 }
		}
	}
}

every_possible_country = {
	generate_character = {
		token_base = AIR_ADVISOR_7_BASE
		gender = male
		advisor = {
			slot = air_chief
			traits = { air_chief_1_air_requirements }
			cost = 100
			idea_token = AIR_ADVISOR_8_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_advisor_7 }
		}
	}
}

every_possible_country = {
	generate_character = {
		token_base = AIR_ADVISOR_8_BASE
		gender = male
		advisor = {
			slot = air_chief
			traits = { air_chief_1_amateur }
			cost = 100
			idea_token = AIR_ADVISOR_8_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_advisor_8 }
		}
	}
}

every_possible_country = {
	generate_character = {
		token_base = AIR_ADVISOR_9_BASE
		gender = male
		advisor = {
			slot = air_chief
			traits = { air_chief_1_air_mine_planting }
			cost = 100
			idea_token = AIR_ADVISOR_9_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_advisor_9 }
		}
	}
}

every_possible_country = {
	generate_character = {
		token_base = AIR_ADVISOR_10_BASE
		gender = male
		advisor = {
			slot = air_chief
			traits = { air_chief_1_home_defense }
			cost = 100
			idea_token = AIR_ADVISOR_10_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_advisor_10 }
		}
	}
}