Nice post. Pretty accurately sums up the difference between your arguably "gamist" approach to EU's current limitations and the opposing narrativist and simulationist approaches.
Thanks. And you're right, what I enjoy is the epitome of 'gamey'. I absolutely take it completely as a game, a puzzle to solve. I don't want it to be easy, I want limitations, but I can enjoy any limitation so long as resolving it feels like I solved a puzzle, like I planned and calculated and achieved a goal. Even if the planning I had to do basically involved fitting numbers into boxes and nothing that's remotely realistic. For me, it's almost superfluous that the game is based on real nations with mechanics named after real things.
That is I suppose something of an indictment of the game, that it hasn't enabled me to 'buy in' to its premise; I don't find it remotely historical, there's too much that clearly has no basis in reality and I can clearly see the 'strings' behind the mechanics. When I click a Diplomatic option, I'm not thinking "ah my diplomat is going to spread the good word about my country," I think "this is going to increase a number that's currently 27 to a maximum of 100; once that number reaches 100, this other button will be clickable then I can do that, which leads to that, which lets me do X which eventually means I can do Y."
For me that doesn't spoil it at all - and it's because those chains of cause/effect are so long and complex that I get so much enjoyment and replayability out of the game. But I can totally understand how it does spoil it for other people, who want the mechanics to have some connection to the historical premise.
I can see though how if it were more historical, if I did buy into its premise, it could be even more enjoyable. I had a moment in my current game when I watched Austria, and saw how it was going round all the nations force-converting them to Catholicism. For a moment there I thought "oh that's cool, there's some personality there - Austria is the Catholic watchdog of Europe, and trying to bring together the HRE." But it was only a moment, because the game doesn't support that for long; every other nation was still just running around pretty randomly. If I really could plan a long term game according to consistent "personalities" of different nations, I could imagine getting even more enjoyment out of that, and then it would become more than a set of numbers and puzzle pieces.
I still haven't played CK2 properly, despite having owned it for a year - I bought it at the wrong time, when I didn't have time to learn it, and have never gotten around to going back. Before long, I will. That will be interesting for me, because then I will be able to see if I still treat it like a puzzle, if I still see the strings and fail to get immersed in the meaning behind the puzzle pieces. If I find I do actually buy into its premise, and do enjoy the history and role playing, then that would certainly say something about that game versus EU4: it would prove some of the point that this thread is about.
That still wouldn't take away the enjoyment I have in EU4. But if I could get similar 'gamey' enjoyment out of CK2, AND I could get into the premise more, I could imagine that supplanting EU4 in my affections. Then again, I might well find that actually, for me, it's really the gamey puzzle stuff that I like most, and I wonder if CK2 has quite as many different aspects to that: after all, people say direct conquest is easier, when I actually rather like EU4's indirect way!
Anyway, who knows. All I was wanting to say really, in all my many paragraphs, is that there's more than one way to play a game. I can understand those who are finding EU4 disappointing, but I hope equally they can understand why so many people are defending it - there's a hell of a lot of enjoyable gameplay here, for a lot of people.