what is no intellectual is your comparison of chess and hearts of iron..chess provides you innumerous movement options due to its nature, it is not relevant to the width of the table.
There is nothing particularly intellectual about Chess either, except it doesn't usually have sprites and game experience is not 'enhanced' by the sounds of explosions, or knights fighting and so on.
There is something intellectual about computer programing and game theory, however. I suggest you read
Mikhail Botvinnik essays on selective searches in computer programing, he was enlisted by the Soviet Union to develop theoretical models for developing computer "intelligence" in the 1950's and Chess has been a fundamental tool used to develop computer theory worldwide. For example, IBM spent millions developing Big Blue, solely for the purposes of creating a computer capable of beating Grand Master chess players. Of course this is partly a publicity stunt, but it does illustrate the point.
Some have hypothesized that Chess maintains its popularity as a game because it sits right at the point of complexity where not all outcomes can reasonably be predicted, but is still simple enough in its mechanics to be understood and controlled by just about anyone.
When we start seeing games that feature ai automation as a fundamental function of game play (I am not talking about game mechanics, I am being specific here, because obviously all computer games have substantial automation) , we know the game has moved far beyond the point where the average person can understand and control the game.
about HOI3, I was totally disappointed with the game..the problem is that the game is just too much complex for a man to handle with efficiently..but this is not due to the huge number of provinces..ın HOI3, you have huge amounts of divisions compared to HOI2 and to control them, you have to use AI..and I hate using AI for my military operations..but for HOI2, the situation with huge number of provinces would be completely different..because HOI2 doesn't cause big controlling problems which we see in HOI3..
It is due to the map size. This is the fundamental error of its game design. And it impacts every single aspect of the game design, weather you know it or not. For example the increase in map provinces, quadruples the number of areas where specific bugs, or unwanted AI outcomes can occur. The task of play testing for all these erroneous outcomes have likewise increased the shear weight of play testing required, and the amount fixes needed, and this in itself partly led to the production outcome where many features were not working properly and bad optimization.
If you care to look I expressed my doubts about the map size right from day one, and indeed predicted this would create problems in the production. I just didn't think the project would be finished on the time line outlined.