cugel: such mods as I've tried have not been terribly balanced. I suspect that Pdox will either patch the game to something better or the mods will eventually equilibrate. I'm leery of delving too deep into the mods this early in the game's life - it is just too easy for Pdox to nuke mods and frankly I'm still impressed with their commitment to adding new features. Besides, as fun as mods can be, I kinda like being able to give good, reasoned feedback this early in the lifecycle so patches have more balanced feedback.
OP seems to be missing the point that you're not supposed to be able to control every facet of your nation
It was clearly a major design choice by the developers, in the same vain as removing the ability to create your own advisors
I would argue that if you dislike the sort of game where you can't influence every variable, then Paradox games really aren't for you
Can we be done with this cop out? Please. I've been at EU longer than Pdox has existed. Pdox has done many wonderful and great things with EU and I'm only playing because I love the series and the time period (I wrote a number of my masters papers on the time period).
But it is a blatant and lazy strawman to say those who object to the
single most valuable currency in the game being effectively random and void of most strategic choice. Right now gold pays for military and incidentals and MP drives progress - depth for province improvements, breadth for conquests, and height for technology. Rarely do the two interact at all. In virtually every game, the only question is how expensive of advisers can I afford. After that's gone, it is pretty rare that
any gold giving option is worth the cost of spending MP. Likewise, within the different MP types, there is very little interaction. For instance, if I'm coring something myself I might consider spending DMP on war exhaustion reduction ... but spending 75 DMP to save even 10 AMP is rarely a tough strategic choice. I always know if I need those 75 more than the 10 or vice versa, it is exceptionally rare that for any choice - events, stab gains, war exhaustion reduction, etc. - to be non-trivial.
This is poor strategy design.
I'm perfectly fine if the AI's personality is derived randomly ... just let the player know exactly what any stochastic components are and what the attitude actually does - having hidden knowledge that can be reverse engineered is elitist BS. Likewise, battles effectiveness should lie on a bell curve ultimately. I don't need this to be something where I can tabulate every possibility ahead of time.
But here is the rub, the closer something gets to pure random, the less room there is for strategic interplay. Take the classic game theory example: chess-with-dice. In chess-with-dice you play just like normal, but after each move a player rolls dice and if all his dice roll a six he wins. If you play chess-with-dice using three or more six sided dice each, then the game is virtually identical to normal chess. With just two normal dice, then you see a few changes favoring weaker players to play delaying games and stronger players hence lose a lot of strategic options for long end games. Playing with just one die a side makes the game lose any strategic value - if you can avoid any of the fool's mate like openings the game is just who can roll a six first.
Similarly in EUIV, Republics are far more strategically deep than monarchies. Elections require you to make strategic trade-offs; when do I re-elect a candidate, do I need more AMP or DMP right now? Similarly, having to trade off resources for piety makes the Muslim dynamic far more interesting than the other religions. Why, because while there is randomness, these aren't simple optimization choices.
I mean seriously, if the whole point of MP is to remove it from the player's control - then why does the Republic election mechanism exist? You cannot have that and then say - nope can't control MP. Obviously, Pdox built in a deterministic MP system and it works
fine; there is nothing magical about random MP stats you can play the whole game without touching them. Now sure, I dislike how the price for getting that strategic depth is shucking some very nice mechanisms (being HRE, inheritances, most royal marriages, legitimacy), but it is a lazy thing to say the EUIV couldn't be better with a less random MP spread.
This was not a period where kings were randomly chosen with no background behind them. Even if you did get an inbred, mad idiot you had civil services that handily stepped in for the mad kings. Long ago when EUIV was first announced and they revealed MP, I thought it was great, but said I couldn't believe that Pdox would let players get tanked or have too easy of games with outlier monarch stats; they'd have some dynamic historical events so you could kill off the mad king (or retire her to a convent), wunderkinds would a bunch of negative events as historically the strongest rulers pissed off the most entrenched power brokers. But alas, Pdox really did think that random wouldn't have problems and it has not stopped causing problems ever sense.