Just to put this straight, I don't think paradox, nor every company with a DLC model, is an evil company that's only trying to extort money from they consumers and fan base. At least for Paradox, they deliver a nice finished product (at least since CK2) which, surprisingly, is their first game on DLC policy.
Also, I'm not defending that DLCs shouldn't exist, or that it doesn't have a good side. I'm talking of what I think is happening on videogame world, that it's tending too much onward one vision and one model.
It's really problematic when consumers start thinking as a company, justifying things from, in this case, developers point of view. This is not a consumer job. Its job is to "analize" their boughts and see if it delivers what they expect. Not that you can't see through another person's eyes, nor that there isn't a good side on this, but this does not ends the discussion. Because it's a business model, doesn't mean it's working as it should be or that it's inerently right.
For example, this "limited budget justification", it's put as if there was an absolute table that stated how much a person's job is worth and yet it is used to justify almost every cut-from-base-game decision. How would you react if you came to me at my work, something unpredicted happened, and my employer said that his budget doesn't pay me to solve the problem? Not that that analogy aplies 100%, but I think it relates.
Another thing that irritates me is dealings with some aspects of game development as minor issues, like, "Oh, it's only cosmetic". There's a whole segment of game industry (actually, it's the core of nowadays industry) where cosmetic is the main aspect of a game, and even on paradox games, which cosmetic is not the main point, it's extreme relevant. Just think about map changes from EU3 to Sengoku to CK2 to EU4.
The point here is cosmetic is an integral part of a game. Do you want to play a Master of Orion where every race looks the same and you have to pay a DLC for every race to have it looking diferently? Cosmetic is an integral part even in a retro or low end graphics game. Nice examples that comes to my mind are "Superbrothers: Sword & Sworcery" and "Bit trip Runner".
DLC model seems like a good market aproach, but it institucionalizes games as an unfinished product, which might be good in a technical gameplay aproach, but it's bad for creativity, which involves an amount of risk (funny that EU is based on a game based on risk and Johan had to take a risk when releasing a new and inovative videogame). This is the difference between entering just to win and funding a vision, taking the risk to bring something new, unseen. A game with day-one DLC is an unfinished product, there's no way around it.
I'm seeing the whole "gamer" market embracing models big companies and media are pushing without thinking about them. It's good for EA, Ubisoft, and might be good even for the industry, in therms of money, but this is in the short run not and necessarily for consumers, who are getting more of the same everytime. Just take some recent quotes from huge game companies as example: EA just said they will only make games that can turn into a franchise, some time ago, an (I think) Ubisoft representative said that the market needed a new generation of consoles to "help" developers be creative, and yet, you see Wii U getting bashed everytime on game press when it's the only console that brings something new.
This Wii U bashing is a nice example of what I'm saying. Since its release, I see it everywhere being criticized for it low power. Then, surprisingly, PS4 and XBOX One specs are revealed to be almost the same. For a big game developer company, this is a bad market enviroment, since it might turnout that 1/3 of the market have to be more specific in therms of game delelopment, given Wii U's uniqueness. They want to maximize profit, even if in the expense of creativity.
And then you see on game foruns or game media sites consumers predicting success and failures, as if they were market analysts, only thinking in therms of emediate success, while bypassing inovation and creativity. PS1 is always remembered by its success, the first to break the 100 million barrier, but, really, its greatest success was introducing the standard for a gamepad. Original Wii was a console that pushed inovation, which ended with microsoft pushing boundaries even further with kinect. I personaly am not a big enthusiast of neither of them for gaming, but I recognize that it just not only atracts new consumers, enlarging the market, but transcends the "game world" having other uses like on education and rehabilitation. It might not have an emediate return, but in the long run it's bringing videogames to the center of our culture.
And this is not only a hardware issue. Games themselves are following the same route, hours of gameplay/time as a reference for money worth being used explicitly all the time, while games are being stuffed with "fillers" to extent its lifetime, or companies changing their games end to easy tension on their market, games looking more the same, gamers and developers becoming each day more alike, the ideal world for revenue, but the worst possible for inovation. You see everyday games being compared to movies, how storytelling and technical realism evolved, and yet the market, and worse, media, can't handle and ambiguous or inconclusive end or gameplay being used as subtle mean to storytelling like on "Trauma" or "The Path", or even on "Mass Effect".
The bottom line is consumers are being tamed, as movie industry did, without even knowing it. Hope I didn't digress too much.