Good points. I agree the game is too blob oriented. Hopefully with estates we see some of that taken away. Yes the missionary changes would have to come at a time where expanding and war arent the only things to do.
Many of us bought and play this game to blob in it, similar to why people play CK2 for its dynasty mechanics (and the option to do some...depraved things
Peace time is dull in this game, and crap like development does *nothing* to change that, because the frequency of decisions made at peace remains incredibly low compared to war. Short of a peacetime minigame or something of that nature, EU IV is by design a war/expansion/blobbing game straight up. It's not trivial to completely shift what a game is, to make a truly interesting "peace time mechanic" would be to create something on the order of city management in Civ, but in real time. You'd need intense, time-sensitive decisions to be made similar to what you get at war.
Can EU IV do that and still keep its war time mechanics? I don't think it would be easy to do, but the reality is a lot of these "peace time mechanics" are sufficiently shallow but obtrusive to the warmonger aspect at the same time such that their value to the game is questionable. You need to do a *lot* more to expand than click a button...but clicking a button to burn a resource is exactly what development entails, with a cost setup to make its usage pretty obviously constrained. There isn't much thought OR micro to development, so its contribution to gameplay is minimal. That was supposed to be a "peace time mechanic", in practice it's even less of one than improving relations with a diplomat (which you can also do at war).
People want this game to be something it isn't designed to do. If anything, the extra blob protectors being added only further incentivize the premise of taking land for development, since it's increasingly harder for blobs to fail.
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