This whole completist vs. whatever player type argument is absurd. The game is not finished. For me, it was a $70 pre-release. Get a mod, indeed... I'd expect and accept that in a $20 pre-release from an indy studio. Don't get me wrong, I'm having fun with it, despite that, but what kind of people play and enjoy the game now compared to who will play a working as advertised vanilla release (2.0?) will probably be drastically different. The "they don't like it cause they're playing it like EU4" ie a map painter argument is absurd as well. I would suggest that those are the people that are having fun, but complaining about not enough micro in war. I would also suggest that the players that have gone (at least until rework) are the ones that had the expectations I did when they bought the game. They're waiting for the economy to work.
The zero sum part touches on this, the idea that you must blob to be the biggest blob and thus be able to beat the other blobs, but Victoria favors playing tall instead (Barring colonialism). When most people think of going to war they mostly seem to think conquest but they would be better of thinking treaty port. Or if they are afraid f a neighbour thinking about forcing him to release soemthing to independence. The latter being a very suboptimal play in most cases in eu4 (I've even heard EU4 players ask why it's even a thing, what sane person would ever do it).
To respond to
@TheDungen (not trying to single you out, just a useful quote) Treaty ports... would be great if you could get any goods from the AI that doesn't develop itself. I don't play map-painters, and was sold this game based on it not being a map-painter, but rather an economic simulator, but the only economy is mine. Once you realize that, the game loses it's gleam even from numbers go up perspective. I release stuff from rival countries quite a bit, so I can get to the resources in the first, or released country without overcapping infamy. But I'd rather not have to war at all. Be cool if a trade route was an option.
In general, why it's hard...
The UI is absolutely horrible, as has been posted about in an excellent essay that was acknowledged by the devs.
I'm watching a guy on the YouTubes play as a noob I think in 1.0.6. He's having a hell of a time, because the game teaches you nothing. He's playing China and got roflstomped in the first Opium Wars, so he restarted. The second time, he built up an arms industry before triggering the war. He spent forever at war because the AI won't peace out and NOWHERE in the game are war goals explained. His was reparations, which could have been gotten from taking ANY enemy land, but he thought he needed to take some place on the British Isles. The game could teach that. Even if it was hidden in some deep dark tooltip 10 menus in, but it doesn't. It's kind of fun to find that stuff, imo, but it doesn't exist. So it left the player frustrated and wondering why the game wasn't either timing out the war, or better explaining why war exhaustion wouldn't go below 0.
Later, as China, he had maybe 20 steel mills built, and yet he didn't have steel tools (clicking on the PM shows no steel supply) or any steel supply, because he didn't know he had to create the demand. I watched him for about a half hour build more and more stuff, but the industries wouldn't start, because NOWHERE in the game does it teach a player that doesn't know the supply chain mechanic intuitively, or hasn't spent time watching videos online how it works. He finally figured it out after getting bored and deciding to set up trade routes. The game magically had sulfur (another building he was overbuilding and not creating demand for) in the suggested exports, and then it all clicked for him when "maybe selling it will get it profitable" turned into a productive sulfur industry. And on and on, from one thing to the next, the game lacks in so many ways. It's gonna suck when I get to the part of the playlist where he finds out WWI is not inevitable, or likely unless you consider the wars over colonial rebellions that half of Europe likes to get involved in, WWI.
If the learn the game objective had anything useful beyond the gui introduction to actually teach players how to be successful in achieving their goals, it would be different, but sadly, I don't even think that's possible after I looked at the half-assed scripting language they use to drive that and evidently a good portion of the rest of the game. If I had to write a complex game like Vic3 in that language, I'd release what they did too. (That's just me, though. Apparently modders are doing what the devs should have in many areas. Kudos to them, and to the Vic3 studio for getting all the unpaid help). Conditional loops are extremely easy to write in real code (meaning time spent writing what you're thinking vs. thinking then translating to that mess, then writing), but I guess most game studios think modding scripts protect their IP, or something, so they use them to expose the games to modders. (My bad if that's some real scripting language. I saw Perl mentioned on the wiki, but the files are .txt).
I'm probably way off topic here, sorry. Long thread.