Did anyone really think when playing RomeII:TW "Oh, all this snow and rain in my face that obscures everything is really getting me into the game." or "The way the screen color nauseatingly strobes when i quickly switch between desert and forest really makes me feel like i'm in the game"?
Also, i'm genuinely confused at the fog of war decision. I mean, no matter what angle I approach it from it makes absolutely no sense. "This game will incentivize scrutinizing your opponent's geography in advance. Oh, also the geography will be totally obscured because of a literal interpretation of a metaphor." I don't want to sound like a whiny nitpicker. If the reason for this was explained in the many pages of this thread, could someone please point it out to me.
This all comes down to a game design decision which is important to strategy games, whether you want the graphics to represent the actual, physical reality or to be highly stylized, based on real-world strategic notation and representation. In my opinion, Paradox have made games that attempt to make you feel like a leader, with an interface which more closely resembles war room maps and briefings. There has never been a need for detailed cities that light up at night or rendered weather effects if they add nothing to the aesthetic and the information can be given in a thematically relevant way.
Moving towards a hyper-detailed world map, is a big design change which seems to go against their previous "war-room" design philosophy. To me, the more detailed the map and effects get the less immersive the game gets, as the game was never truly about a "god's view" perspective but to some extent an attempt to make you feel like a leader from the time. Counters are part of this although i'll say no more.
There is no reason for HOI to try to be like Theatre of War or some other physically grounded game like that because the grand strategy focus. I really want the new HOI to be good, but currently there seems to be a lot of gratuitousness in the visual design that probably stems from a confused vision of the game from the top.
People always laugh when it is suggested that "Paradox games with Total War battles would be the best" because it shows such a misunderstanding of the scope, philosophy and design of Paradox games. With that in mind, tell me why we need visible snowflakes or actual, literal fog (think again about how totally ridiculous that is) in a HOI game. What a game "feels" like is all-important and I can say that I think if they imitated the style of DEFCON I would feel more engaged than with all the HD snowflake particle effects my GPU can render stuffed in my face.