The issue with expanding bureaucracy is that it can either lead to systems like this where different departments control and check each other and improve overall efficiency and drive down corruption, or alternatively just make the system more complex and introduce further entrenched interests that only make the system more complex and prone to corruption and waste. I wish there was some sense of the quality of bureaucracy in the game, beyond just its size and headcount.I read an article years ago on why the U.K. bureaucracy was effective. The information I provided above was from that article (oversight, penalties, and rotations). It also had screenings, which I had forgotten. I don't recall compensation, but if it wasnt in there, then it should have been.
All of these things are parts of an effective bureaucracy (with the possible exception of rotations, which may have been necessary during the period, but seems superfluous in later time periods). If you dont have oversight, then that clearly will be a problem. Penalties are obviously necessary. Screening for qualified and effective candidates needs to happen. And if you underpay bureaucrats, then they either will take from under the table or do a poor job!
On a slightly related note, will the impact of bureaucrat loyalty on the bureaucracy be modeled?
Bureaucrats were often as much an important interest group when implementing reform as other powerful groups like capitalists and aristocrats. Especially revolutionary states often struggled in their transition because the revolution necessarily required getting rid of bureaucrats that were invested in the old system. It would be nice if that was represented, because it seems like a good way to make revolution (or even rapid reform) destabilising: bureaucrats demote to other pops, you are suddenly short on bureaucratic capacity, and have to rebuild your administrative state.