every_possible_country = {
	generate_character = {
		token_base = CAM_AIR_ADVISOR_1_BASE
		gender = male
		advisor = {
			slot = high_command
			ledger = air
			traits = { air_high_command_combat_training }
			cost = 100
			idea_token = CAM_AIR_ADVISOR_1_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_high_command_1 }
		}
	}
}
every_possible_country = {
	generate_character = {
		token_base = CAM_AIR_ADVISOR_2_BASE
		gender = male
		advisor = {
			slot = high_command
			ledger = air
			traits = { air_high_command_naval_strike }
			cost = 100
			idea_token = CAM_AIR_ADVISOR_2_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_high_command_2 }
		}
	}
}
every_possible_country = {
	generate_character = {
		token_base = CAM_AIR_ADVISOR_3_BASE
		gender = male
		advisor = {
			slot = high_command
			ledger = air
			traits = { air_high_command_bomber_interception }
			cost = 100
			idea_token = CAM_AIR_ADVISOR_3_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_high_command_3 }
		}
	}
}
every_possible_country = {
	generate_character = {
		token_base = CAM_AIR_ADVISOR_4_BASE
		gender = male
		advisor = {
			slot = high_command
			ledger = air
			traits = { air_high_command_close_air_support }
			cost = 100
			idea_token = CAM_AIR_ADVISOR_4_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_high_command_4 }
		}
	}
}
every_possible_country = {
	generate_character = {
		token_base = CAM_AIR_ADVISOR_5_BASE
		gender = male
		advisor = {
			slot = high_command
			ledger = air
			traits = { air_high_command_strategic_bombing }
			cost = 100
			idea_token = CAM_AIR_ADVISOR_5_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_high_command_5 }
		}
	}
}
every_possible_country = {
	generate_character = {
		token_base = CAM_AIR_ADVISOR_6_BASE
		gender = male
		advisor = {
			slot = high_command
			ledger = air
			traits = { air_high_command_tactical_bombing }
			cost = 100
			idea_token = CAM_AIR_ADVISOR_6_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_high_command_6 }
		}
	}
}
every_possible_country = {
	generate_character = {
		token_base = CAM_AIR_ADVISOR_7_BASE
		gender = male
		advisor = {
			slot = high_command
			ledger = air
			traits = { air_high_command_airborne }
			cost = 100
			idea_token = CAM_AIR_ADVISOR_7_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_high_command_7 }
		}
	}
}
every_possible_country = {
	generate_character = {
		token_base = CAM_AIR_ADVISOR_8_BASE
		gender = male
		advisor = {
			slot = high_command
			ledger = air
			traits = { air_high_command_pilot_training }
			cost = 100
			idea_token = CAM_AIR_ADVISOR_8_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_high_command_8 }
		}
	}
}
every_possible_country = {
	generate_character = {
		token_base = CAM_AIR_ADVISOR_9_BASE
		gender = male
		advisor = {
			slot = high_command
			ledger = air
			traits = { air_high_command_fighter_production }
			cost = 100
			idea_token = CAM_AIR_ADVISOR_9_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_high_command_9 }
		}
	}
}
every_possible_country = {
	generate_character = {
		token_base = CAM_AIR_ADVISOR_10_BASE
		gender = male
		advisor = {
			slot = high_command
			ledger = air
			traits = { air_high_command_cas_production }
			cost = 100
			idea_token = CAM_AIR_ADVISOR_10_IDEA
			can_be_fired = yes
			
			visible = {
				always = yes
			}
			available = {
				hidden_trigger = {
					always = yes
				}
			}
		}
		portraits = { 
			army = { small = GFX_air_high_command_10 }
		}
	}
}