There are two great ways to promote "tall" or "non-blobby" gameplay - and both were part of EU3:
(1) Magistrates:
A limited resource that did not scale with empire size, but instead was depending on your tech level and type of goverment, modelling the transformation of a medieval nation into the modern centralized state. They were needed to max out building levels in provinces and to unlock powerful special edicts. In my opinion, they were one of the best ideas in all of EU3, making a tall approach viable without making expansion pointless.
(2) Scaling Tech and Stability Cost:
In EU3 you used gold to improve technology, stability or mint money for use. Obviously more provinces equaled more income. However, each province did also increase tech AND stability cost, so taking over a piss-poor region (e.g. conquering Norway as Netherlands) meant that your tech rate would suffer AND that it took significantly longer to regain stability (amplified by the fact that the stab cost increase by a province was significantly increased by wrong religion or culture).
This made expansion a trade-off: You gained more land, which meant you could mint more coins (= more gold for investment and upkeep) and gain more manpower, but your empire became less stable and (usually) a bit slower in terms of tech rate. I still remember a MP game where it tool me a decade to regain a single stab point with a significantly overexpanded (and thus underdeveloped) Spain. That feeling of being vulnerable despite owning all of middle and South America was amazing. Just like the feeling of slowly developing all the colonies and catching up the smaller nations, but now with the ability to raise 100k more soldiers if needed and a +100 ducate bigger income that you could use freely (when not recovering your stab).
(1) Magistrates:
A limited resource that did not scale with empire size, but instead was depending on your tech level and type of goverment, modelling the transformation of a medieval nation into the modern centralized state. They were needed to max out building levels in provinces and to unlock powerful special edicts. In my opinion, they were one of the best ideas in all of EU3, making a tall approach viable without making expansion pointless.
(2) Scaling Tech and Stability Cost:
In EU3 you used gold to improve technology, stability or mint money for use. Obviously more provinces equaled more income. However, each province did also increase tech AND stability cost, so taking over a piss-poor region (e.g. conquering Norway as Netherlands) meant that your tech rate would suffer AND that it took significantly longer to regain stability (amplified by the fact that the stab cost increase by a province was significantly increased by wrong religion or culture).
This made expansion a trade-off: You gained more land, which meant you could mint more coins (= more gold for investment and upkeep) and gain more manpower, but your empire became less stable and (usually) a bit slower in terms of tech rate. I still remember a MP game where it tool me a decade to regain a single stab point with a significantly overexpanded (and thus underdeveloped) Spain. That feeling of being vulnerable despite owning all of middle and South America was amazing. Just like the feeling of slowly developing all the colonies and catching up the smaller nations, but now with the ability to raise 100k more soldiers if needed and a +100 ducate bigger income that you could use freely (when not recovering your stab).
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