2 Questions actually, to be taken together:
1) Personally, what I dislike about paradox games is that their complexity derives from "broadness" rather than "depth". I.E. you have tons and tons of mechanics, but they're working mostly side-by-side but not so much in addition to one another. You have dozens if not hundreds different variables about the area you control and the entity you play with, but almost no interaction between them. Is this likely to ever change?
2) Will paradox ever make a grand strategy game based on some sort of deeper simulation? I.E. imagine an EU4 where Venice isn't Venice because it's Venice and Venice has such and such national ideas, but where Venice is Venice because it's an easily defended island that has easy access to salt to trade (salt also being a preservative), making a naval trade empire a logical path to pursue. (Such a simulation would obviously not work if the "broadness" approach is maintained in favor of depth)
1) Personally, what I dislike about paradox games is that their complexity derives from "broadness" rather than "depth". I.E. you have tons and tons of mechanics, but they're working mostly side-by-side but not so much in addition to one another. You have dozens if not hundreds different variables about the area you control and the entity you play with, but almost no interaction between them. Is this likely to ever change?
2) Will paradox ever make a grand strategy game based on some sort of deeper simulation? I.E. imagine an EU4 where Venice isn't Venice because it's Venice and Venice has such and such national ideas, but where Venice is Venice because it's an easily defended island that has easy access to salt to trade (salt also being a preservative), making a naval trade empire a logical path to pursue. (Such a simulation would obviously not work if the "broadness" approach is maintained in favor of depth)