Like many others I played EUII and then bought EUIII thinking it would be similar but better. In many ways it is so, but it lacks something and that something is flavour. What I mean is that in EUII choosing a different nation meant choosing a different kind of game. In EUIII all games start out different, but in a couple of decades all Italian minors are similar, as are all German minors (And in the long run Castille/Aragon/Portugal/England/France, etc.). The reason is quite obvious. Without the fixed events of EUII, there isn't much that makes the countries of the world act in different ways. Sure there are the national ideas and the sliders, but they don't do much. What's wrong with the ideas/sliders? In my opinion choosing different national ideas and policy settings shouldn't be like a trip to the candy shop. "Do I want +5% tax or +0.5 morale for armies?" is a question we ask ourselves before making a choice, that is supposedly forging the history of a nation. It shouldn't be like that, in my opinion at least.
What I would like to see is real interaction with the world and the policies you take, let's take the centralized and innovativeness sliders as example. At the moment it is a trade-off between technology and stability. If you are going to have a large heterogenous empire, you need to be narrowminded and centralized. So far, so good. (Thinking of Austria, Spain and the Ottoman Empire). However the game stops there. Ottoman Empire and Spain must lag in tech to have better stability, but is that really their only difference to Tuscany or Venice? Off the top of my head, I can think of the following functions, to give you an example of what I mean:
-Different provincial religion taxation and rebel chance modifiers should be tied to decentralization/innovativeness. (It shouldn't be so much a problem for Mecklemburg to tolerate both protestantism and catholicism in Germany as it is for Austria.)
-Narrowmindedness/Centralization should give a bonus to chance of missionaries and colonists (How many decentralized colonial countries were there?)
-Choosing the idea of "Scientific revolution" shouldn't be an option if a country has innovativeness 2 or less. Likewise if you have the idea, you can't go below 2 innovativeness. (Same with narrowmindedness and Deus Vult, Church attendance duty and divine supremacy.)
-The stability cost of starting a war without casus belli should be tied to Innovativeness (-3 if innovative, -1 if narrowminded, -2 if in between).
-Centralized countries should have cheaper buildings. (-5% to +5% for slider?)
-Centralized countries should have a bonus for trading in other countries, decentralized for trading in own COTs. (Decentralization would mean that local nobles and traders would have more power and money, so they would naturally prefer monopolizing their own trade.)
These are all just half-baked examples, but they should give you a general idea of what I am after. Countries with different slider settings and ideas should be completely different to play. Decentralized and innovative trading empires (Genoa, Venice, Tuscany) should not be able to colonize half of North-America, not because they don't have the the tag POR, but because their policies didn't allow for such an endeavour. There are more changes as well like the decay/gain of land/naval tradition having to do with the land/naval slider, aristocracy/quality affecting the price/quality of leaders and so on. Feel free to post any and all you come up with.
What I would like to see is real interaction with the world and the policies you take, let's take the centralized and innovativeness sliders as example. At the moment it is a trade-off between technology and stability. If you are going to have a large heterogenous empire, you need to be narrowminded and centralized. So far, so good. (Thinking of Austria, Spain and the Ottoman Empire). However the game stops there. Ottoman Empire and Spain must lag in tech to have better stability, but is that really their only difference to Tuscany or Venice? Off the top of my head, I can think of the following functions, to give you an example of what I mean:
-Different provincial religion taxation and rebel chance modifiers should be tied to decentralization/innovativeness. (It shouldn't be so much a problem for Mecklemburg to tolerate both protestantism and catholicism in Germany as it is for Austria.)
-Narrowmindedness/Centralization should give a bonus to chance of missionaries and colonists (How many decentralized colonial countries were there?)
-Choosing the idea of "Scientific revolution" shouldn't be an option if a country has innovativeness 2 or less. Likewise if you have the idea, you can't go below 2 innovativeness. (Same with narrowmindedness and Deus Vult, Church attendance duty and divine supremacy.)
-The stability cost of starting a war without casus belli should be tied to Innovativeness (-3 if innovative, -1 if narrowminded, -2 if in between).
-Centralized countries should have cheaper buildings. (-5% to +5% for slider?)
-Centralized countries should have a bonus for trading in other countries, decentralized for trading in own COTs. (Decentralization would mean that local nobles and traders would have more power and money, so they would naturally prefer monopolizing their own trade.)
These are all just half-baked examples, but they should give you a general idea of what I am after. Countries with different slider settings and ideas should be completely different to play. Decentralized and innovative trading empires (Genoa, Venice, Tuscany) should not be able to colonize half of North-America, not because they don't have the the tag POR, but because their policies didn't allow for such an endeavour. There are more changes as well like the decay/gain of land/naval tradition having to do with the land/naval slider, aristocracy/quality affecting the price/quality of leaders and so on. Feel free to post any and all you come up with.