Guillaume HJ said:
I expect we'll see a split in modding for EU III - a division between the 3GC road (so to speak) aiming to increase historicity at the cost of playability, and a road aiming at expanding what Paradox tried for with EU III - flexibility (possibly Mandead/my "The Great Big Mod").
When judging the AGCEEP and its policies, please keep in mind that everything we (that is, us) did was designed for EU2, its game engine and its design philosophy. EU2 did have deterministic national events, fixed national leaders and monarchs and specific national AI files. The original philosophy of the EEP mod was just to add events, monarchs and leaders when they were "missing" and fix ones that didn't "work right", without in any way altering the way the game was intended to work. Of course, adding more events meant more "determinism" - because EU2 events worked as dei ex machinae that made stuff happen that could not result from the "natural" mechanisms of the game engine, however this was not done not to restrict or straightjacket the game, but for the sake of consistency and historical realism. It just is not right to have a lot of scripted stuff happen to the well-known great powers like England, France and Austria and hardly anything to smaller states in Germany and Italy or, even moreso, Asian and African countries, to have the historical inheritance of Bohemia by Austria represented by Austria getting Bohemia through event but nothing for the historical inheritance of Bavaria by the Palatinate.
The scope of the EEP was soon expanded to also changing scenario files, adding countries, cultures and other stuff, simply because its ability to improve the game would otherwise have been very small and because there were some very blatant inaccuracies regarding missing countries and cultures; it however always maintained a quite restricted approach, trying to limit itself to correcting inaccuracies and oversights and not breaking with design and balance decisions of Paradox - which is why, for example, the EEP never split the Iberian cultures.
Basically, it was exactly the criticism of these restrictions and the general scepticism towards big changes present in the "old" EEP from people desiring more fundamental modifications to the game (besides criticism of the somewhat dictatorial decision structures of the EEP) that led to the "secession" of the AGC, which managed to develop a very fresh, innovative, creative historical mod in a very short amount of time. With its more open approach to fundamental "reworks" of areas, and a generally very friendly, community-based atmosphere it soon became very popular, and for a long time had more activity than the EEP, which on the other hand, as the older and more conservative mod was somewhat more balanced and stable.
In the end, people managed to realise that the split just divided energies and efforts, and agreed to develop a unified mod attempting to incorporate the best of both mods. Exactly because of the "philosophical" differences, quite a lot of attention was spent on agreeing on common modding policies. Especially from the lengthy arguments about fantasy events and about suggestions to implement totally deterministic AI-only events in order to help certain constantly under-achieving AI countries, you can tell that the general attitude was always in favour of roughly sticking with EU2's game dynamics while trying to improve historical accuracy.
I, for one, (note that in the last months I have been entirely inactive in the AGCEEP for various personal reasons and thus do not in any way speak for the AGCEEP as a whole) don't think I'd be interested in a mod that "increases historicity at the expense of playability", if by that notion you imply an attempt to alter basic game mechanisms, or implement modifications that are supposed to work "against" those basic game mechanisms, and I would not consider that the AGCEEP road in any way.
I don't see the two line being very reconciliable. Given what people are asking for from 3GC, I'd expect them to restrict events to certain nations even further, and try very hard to create "historical" situations (f.e. by restricting QftNW if that's at all possible) ; whereas the other road is more likely to strike down barriers than create them (Scandinavian culture for the Sund due?), and to focus on creating interesting gameplay decisions based on history, not rigorously historical situations (not to say you can't HAVE both ; but it is hard to FOCUS on both at once).
I would be strongly interested in contributing to a mod that is based on the three pillars of historical realism, historical accuracy and historical flavour (call them the three hs, if you want

), within the dynamics and design decisions of EU3. Now, what would each of them mean:
Historical accuracy is easy: it would means attempting to correct things in the starting setups and basic game files that simply are either are obviously or at least by clear consensus incorrect, like wrong country names, missing countries, inaccurate provincial histories etc.
Historical realism means that, on the one hand, artificial restrictions, like possibly the Sound Due being only for Scandinavians when it is perfectly conceivable that the King of England, had he controlled both sides of the Sund, would have demanded it as well, are removed and, if possible, replaced by more realistic ones - for example, requiring a certain level of mercantilism for the Sound Due. On the other hand, it means striving to represent restrictions that rulers historically faced - for example, it might be desirable to make it quite difficult to subdue conquered Swiss province. A main tool in this respect should be the new flexible modifiers in EU3. What I'm on about is not "straightjacketing" the game, but making things as difficult or easy to achieve as they would have been.
Historical flavour is certainly the most difficult one. It means that there should be a certain preference for historical outcomes, and especially historical AI behaviour, where it does not restrict the game and prevent the functioning of its mechanisms. For example, this would mean that the AI should - when in doubt! - colonize the areas it colonized historically - but that it, on the other hand, jumps on "ahistorical" opportunities it gets and can react flexibly when their historical areas are already colonized. It might also mean implementing certain "flavour" events - like natural disasters or important inventions - for which it is realistic to happen no matter who owns a province - the Lisbon earthquake certainly wouldn't care if the province is ruled by Spain, the Ottomans or the Aztecs.