Shams, sorry, but how can we mod the core mechanics of the map if we don't have access to the code?
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What I was trying to say is: the new IP of Paradox was not received well, this is because it lacks depth. As compared to other Paradox games who already have a following. This lacking of depth is due to the fact that you can only do so much with the current core mechanics, which are limited to a province map and lots of spreadsheets giving modifiers. Spreadsheets might be the wrong name, but the game has a lot of data, but not many ways to influence that data.
For example, can't we create a map that is based around cities. Where the cities are represented as dots which use vectors to create an province/area around them. This way you can conquer up to the Rhine as France without actually having to take the land on the other side, create natural, historical borders. Using this you can get rid of the boring combat system and use actual military tactics like stationing around bridges or garrisoning on a hill. Not to mention you could use these dynamic provinces to show the progress of occupation, where occupation is not something that can be interrupted by moving the troop inside the province for one day and thus resetting it (who thought of this?).
The whole game is limited by the map that is currently uses.
I don't know how the engine works, because you do not share older versions of it. Which, if you did, might actually help you create more content. You're creating games that gain their value from the depth of the game, something that can't be done with a single design team.