As you may guess, swarms of events at the beginning of the game have their purpose and there's no other way to do it that I know of.
Theoretically, province properties at the beginning of the scenario are known and can be specified in scenario files. IC is easy, it can be written in form of "ic = { size = x }" to specify absolute value or "ic = x" to set relative change from the 1933 base value. Manpower has only one syntax of "manpower = x" which sets absolute level of province manpower. So far so good. I didn't find satisfactory way of setting resources production, though. There is again one syntax "energy = x" which sets relative change of energy production to 1933 base value. For positive numbers its flawless. For negative values it doesn't reduce energy production but, in my experience:
- sets current level of energy production in a province to a negative value;
- sets maximum level of energy production to something around: "base value - (2 * negative energy modifier)" which results in actual rise in maximum energy production.
The current level of energy production then slowly rises to maximum level just like with recovery after strategic bombardment and results in a very big rise in productivity.
I couldn't find any example of dealing with this, either in vanilla HoI2, in DH Full scenarios or HoI2 wiki.
I actually feel that having a big number of events in the first 3 days is more handy so one can press Enter and quickly go through all the popups rather than have to react every couple of weeks over 5 years.
The only other way to deal with this problem and squeeze it into one window is to construct mammoth events for each country with triggers checking for ownership of every province in every command changing province properties. I'll do it out of curiosity But I don't expect event with a couple of thousands commands with one trigger to each one to be handled by the game properly.