The OP nails it with his/her opinion about warfare. The problem starts as the game is designed from the ground up for territorial conquest for everybody. The main objective of every country is painting the map a single colour. That has nothing to do with History or reality. Certainly there were examples of such behaviour in History and they are the most celebrated after all, but they were far from being the most common.
I believe a very significant drop in AI aggressiveness, going hand in hand with complex challenges about the internal management of the country given by a large pool of events, creating dilemmas for the player to juggle between several variables go a long way to make everything more credible and interesting to play.
Also important is the existence of an event pool that given time and under most circumstances (I am making an exception of colonial powers, including Russia), created enough havoc to split the huge polity into other tags - for instance, several tags separated close to the same time - following for instance, the problems Spain had to face at the time of Portuguese independence in 1640: They knew they didn't have enough power to deal with both Aragon and Portugal and in the end, they gave preference to Aragon, losing Portugal in the process.
This case also highlights other problems with the game, after all. Even today, after so many centuries have passed, the culture of "Aragon" (Catalan) has not yet been converted to Spanish and continued disputes for independence arise in that part of the peninsula... there are many more examples like this across the world and these should provide food for thought about how converting culturally or religiously works as of now and how different they happen in real life.
I believe a very significant drop in AI aggressiveness, going hand in hand with complex challenges about the internal management of the country given by a large pool of events, creating dilemmas for the player to juggle between several variables go a long way to make everything more credible and interesting to play.
Also important is the existence of an event pool that given time and under most circumstances (I am making an exception of colonial powers, including Russia), created enough havoc to split the huge polity into other tags - for instance, several tags separated close to the same time - following for instance, the problems Spain had to face at the time of Portuguese independence in 1640: They knew they didn't have enough power to deal with both Aragon and Portugal and in the end, they gave preference to Aragon, losing Portugal in the process.
This case also highlights other problems with the game, after all. Even today, after so many centuries have passed, the culture of "Aragon" (Catalan) has not yet been converted to Spanish and continued disputes for independence arise in that part of the peninsula... there are many more examples like this across the world and these should provide food for thought about how converting culturally or religiously works as of now and how different they happen in real life.
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