Well, for starters wars to defend your status quo could be a part of a game where WCs are not possible. But, even if WCs are not nerfed, I'd like to see at least some randomness, meaning that I'd like to see events that can break a WC fight beyond repair even if you play it by the actual standard of "by the books". Now it's mostly math after a point, game looses the unforeseeable part and the challenge that comes from that.
Removal of skill variance is not skill, and claiming that removal of skill variance "adds challenge" is nonsense.
I can WC. bbqftw can WC. Marco can WC. There are clear jumps in game performance between us (I'm the least skillful). A game mechanic that makes me succeed where Marco fails by random chance is nonsense. If you play well in a strategy game, you should do well corresponding to how effectively you made your choices.
When RNG is done right, there are decisions that the player needs to make based on the RNG. An event that just breaks you w/o counterplay is a travesty, actively undermining core gameplay where choices matter.
What you did not understand, do not understand, and doggedly fail to understand with every condescending post you pour in these boards, is that there's a difference between "waaaaah it's too difficult nerf it" and "why is this happening this makes no sense". Because if I want a sandbox game with a dusting of history, I play Civilization. I'm here for stuff that makes sense. Eternal internal stability doesn't.
I've probably posted > 100 times on this already, but making such an argument without requesting a total game overhaul top to bottom is *necessarily* incoherent. It's self-inconsistent and therefore irrational.
When players are asked to create and apply their standards for "what makes sense" consistently, they can't present these standards because anything they think of applies similarly to basic mechanics they accept.
Just for example: the game's versions of army composition & logistics, coalitions, player capacity to micromanage units on a 1 day reaction time, monarch points, and inflation are all utter nonsense concepts if you're trying to draw parallels with reality. Eternal stability makes every bit as much sense as these mechanics. If you want to elevate eternal stability as something special/specifically needing a change, there needs to be clear criteria for why specifically this mechanic is singled out.
Even the core premise of "one entity/decision-maker optimizing with the strength of the country as the top priority/consideration for 377 years of a country's existence" is a flagrant deviation from anything that makes historical sense. When you make a system around that premise and are forced to abstract just so the thing runs, you *can't* have everything "make sense" in historical terms.
So justify your position in game terms, set criteria for what needs to make sense, what doesn't, and why. Without that criteria, the argument isn't rational and has no more basis than "the new world should start with 2 million manpower because soda".