One of the worst things about Victoria was trying to get close to 2% clergymen in every province. I'm not even sure that was even helpful for research, it was pointless micromanagement that didn't add anything to the game. It was not at all interesting or immersive.
If pops don't add meaningful gameplay, they shouldn't be there. Rewarding players for learning arcane and arbitrary rules around game mechanics can quickly wreck a game with needless complexity.
When detail is added to the game, in the form of POPs, there should be significantly more precise mechanics to support them. There is absolutely nothing immersive about hordes of British Raj soldiers roaming the world in the 1830s, or Capitalists focusing on building clipper factories in the 20th century, or millions of people settling in the Siberian hinterlands. There are many many other examples in Vic2.
Some players will want more complexity reflexively without thought i.e. a more complicated game must be a better game. If a player devotes thousands of hours to learning obscure game rules then they must be a master of games, or so the thinking goes
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