In effect that means that historical writing as such is always "arbitrary preference" as you call it. I'd be wary calling it arbitrary though, as it's the premise of historical knowledge production.
I claim it "arbitrary" backed by years of discussing this topic where nobody can put forth a coherent set of preferences, even for themselves, which predicts which "historical outcomes" should be shoehorned into the game via event.
The alternative is to use the game's mechanics, which model the historical constraints of nations while still leaving us with a game. There is a good reason these mechanics exist, and thus we should expect an even better reason to make exceptions.
With that established, I'm left wondering how you're going to make a historically based videogame that circumvents that. BI-event is not arbitrary, it's an analytical and design choice based on the assertion that the historical event it's made to portray is more significant than others.
The reason I call out BI magic as bad design is precisely because there is no basis to claim it is "more significant than others".
One might disagree that BI is more important (or enjoyable gameplaywise) than other events that are not represented, but as you're never going to be able to represent, or even understand, historical events without putting some forward and leaving others in the dark. I really don't see what's the problem with particular events that are bound to certain tags, cultures, religions and so on.
The problem is an implementation which breaks otherwise established mechanics, game rules, and player expectations. There is no clear need for this to be done with BI any more so than it is "required" for say the formation of Qing, or Aq Qoyunlu conquering Iran then blowing up.
If there is no reason for the player to expect it's special, because there's no basis, then there's no reason for the player to anticipate incredible autonomy penalties, rebels beyond what you get for 200% OE, or for the game to ignore PU rules. It turns into a "gotcha", which then players use spoiler information to play around. In a strategy game, that's junk.
Breaking established rules to "put some historical events forward" demands an explanation for why those rules needed to be broken. No explanation exists that justifies this particular interaction. And broadly speaking, if the mechanics can't do what you want in a game, usually that's a signal that either the mechanics themselves should be updated or the thing you want is outside the game's scope. BI-like events happen organically in CK2, because CK2 has dynasty management and succession mechanics which allow for it.
EU 4 chose to place emphasis elsewhere, and then arbitrarily decides to occasionally disregard that design choice.
I don't see the correlation. I'm arguing that specific traits, that are not recreatable with other tags (et cetera) are not an exception to the game rules. Exceptions are the game rules, along universal mechanics.
*IF*
- Daimyos are mechanically vassals unique to shogunate
- Shogunate can have unlimited daimyo
- 1 and 2 are justified with "historical flavor"
*Then*
- There must be some historical evidence that demonstrates that this mechanic is derived based on historical criteria...namely the capabilities of the shogunate government as a system to be uniquely better at maintaining large numbers of diplo relations compared to any other government in the world.
There isn't any such evidence. Therefore we refute the justification of "historical flavor", because it's objectively incorrect. There might exist some other justification, but "history" is no more useful, predictive, or argumentatively valid than justifying it with "gravity", the "dead cat" item in binding of isaac, or "whales on wheels". It's non-sequitur, fake reasoning. Perhaps good reasoning exists, it's just that if so, it isn't "history" and can't be.
The representation of Japanese "feudalistic" society is likely off, but representing it with universal feudalistic mechanics seems futile at best.
Relations slots do not appear to be constrained by being feudal vs not regardless. They are equally a game constraint for 1444 Mali as they are for 1500 Aztec, 1800 revolutionary France, and USA just after its independence. "Modeling the complexity of feudalism" has nothing to do with this mechanic.
Yes, we all want that to a certain extent. But if you remove particularities, you remove both historicity and end up with everything feeling same-ish from a game play perspective.
You don't have to break mechanics to introduce or add particulars.
Nations having abilities due to tags is litterally being historical (as opposed to an universalistic approach). The fault lies with not giving other tags, which historically suffered the same conditions or even the same institutions (et cetera) the same, or similar mechanics.
No, TAG locks are necessarily the opposite of historical. The ignore causal interactions. It's bad practice.
You can get similar outcomes via checking for conditions in the game state. Historical starts/nations are more likely to meet those conditions, but they aren't the only ones who can meet them. If someone else meets the conditions, they get the outcome/modifier/whatever instead.
No one wants to see Incas with Ottoman government though.
This is not as self-evident or taken for granted as you seem to imply.
For example, out of each of these, which is the most/least plausible?
- After surviving Spanish aggression, Inca by some turn of events converts to Islam, and adopts at least some facets of the system of one of the most successful empires in the world at the time (more successful than in our timeline, and enemies of the Spanish!)
- Nogai conquers literally every populated center in the world and converts it to Coptic by 1720. Don't like Coptic? Okay, we'll go with Buddhism then. Or Judaism, why not.
- Songhai dismantles the HRE and turns all of Iberia and France into trade companies, similar to what the British did to India
- After embracing Catholicism and abandoning its government, the Ottoman monarch is elected HRE emperor, and unites 70% of Europe under one banner, most of the territory peacefully. In 1550.
- The shogun of Japan subjugates 200 previously independent countries, none of which are particularly interested in banding together, en route to a world conquest
The Inca using some "special Ottoman vassal" really stands out here? All of the other examples above are by-design possible. IRL humanity is likely to die out as a species before the AI accomplishes any of them in an unmodded game.
We reject Inca adopting Ottoman traits, but are fine with literally the entire world becoming a Jewish horde? Yet somehow people disagree with me when I call what's allowed vs not "arbitrary"
We all want more choice and depth though, you just don't get that by forsaking particularities.
You don't need TAG magic, or to break established mechanics/rules, for "particularities". Especially since the game has introduced more and more interacting mechanics, the number of particularities that the mechanics interacting can create grows too.
BI was a succession crisis. Rather than using TAG magic to privilege BI, maybe PU/succession in Christianity itself deserved a look, so it was something other than an archaic, highly opaque system with hidden variables for when they're even possible. If we consider things like Austrian, Spanish, 100YW etc to be sufficiently relevant, the solution that doesn't cheap-shot players was almost certainly to rework PUs. That way BI and similar could happen in a % of games organically, even if that % is small. In other games, similarly important PU outcomes could happen that would shape those timelines accordingly.
Instead, we have a mechanic that works so poorly that it was deemed necessary to bypass it. But only sometimes. Because reasons.
Obviously a diversification of subject types, and how "relation capacity" is calculated would be great. Some societies were more prone to have several smaller alliances, others were not. China had relations with other rulers/nations in particular way(s), the Iroquois did it differently.
Diplo cap + modifiers to it based on game state are something I've backed in this thread as a better solution which could be applied more broadly across relations in EU 4. It's an example of altering the mechanic so it behaves more closely to how you want the model to go. It's much, much better than special-casing magic into the game.