Are they inconsistencies though? Both of these examples meet the following criteria:
- They were not part of 1.0 EU 4 release
- They were deliberately added by the developers, despite a subset of players protesting their implementation
- They were completely impossible in actual history
- They are not particularly more implausible than a wide multitude of other mechanics in EU 4, including ones that also meet the above 3 criteria
It isn't just these two examples. My point is that historically impossible mechanics pervade EU 4 (some since release, many deliberately added after). Historically impossible mechanics are an intentional part of EU 4's design. You can't look at Napoleonic wars, league of Cambrai, or literally any war ever and honestly say that EU 4's coalition mechanic approximates those. The 1444 starting setup breaks internal consistency of EU 4's rules (which implies it is objectively ahistorical). Rebellions routinely outnumber standing armies at some points in the game, producing more soldiers than that same territory could independently produce at its "force limit" in an all out war with massive debt.
I could go on and on. Dozens of things. Hundreds of things all comparably impossible to there being 80,000 soldiers in tribal Australia (in the sense that they were equally likely in actual history: no chance). Some of those things are core design elements of EU 4, without which it would break. Even things we take for granted, like the stopgap nonsense that is "length of war" as a peace modifier for the AI completely break the game if removed.
Though it is fascinating that over the years, the number of threads that single out native resistance compared to those 100's of other things is incredibly high. What's the ratio of threads along the lines of "natives couldn't make an army that large!" to "coalitions can't separate peace"? 3:1? 5:1? More? Crazy, noting that at least some natives TRIED to westernize historically, and they continued to put up a fight well after 1821.
In contrast, how many times did a coalition hold all members incapable of signing separate peace deals in history? Exactly zero.
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Though do note that I agree that the 10 FL buildings are annoying. It's a false choice construction option to skip it...but ONLY because the AI builds it. It throws manpower:FL out of whack, and it makes natives like to spam units and inflate FL rather than choosing actions that actually give them functional prospects post-reform. And that was true even before 1.31!