I can guess why Paradox tries to keep it simple - from more casual players to AI handling to multiplayer balance - but frankly I think they are missing a bit of a trick here with looking at the gaming landscape of examples like Dwarf Fortress* or Rimworld and the likes. Players actually like twists to what's going on, instead of classic, static games that are essentially entirely predictable, with the situation developing in a linear fashion. Surprises are part of the PDX appeal and probably also why CK2 is so successful. People love talking about the crazy stuff that happened in their games, doing stories about it, making let's plays where they laugh about funny situations and so on. It doesn't necessarily mean that it has to be super complicated, but just offering the option would change so much. And a more flexible loyalty system could hit all those boxes and be historically ... well, essentially a necessity, let's be honest.
But obviously I'm biased since this sort of stuff is exactly what I like about games
*I know there aren't really any numbers on how many people play this game; but keeping in mind that it's in so many ways utterly niche - graphics, UI, difficulty, and so on - and has almost 3000 patreons, well. What's a reasonable estimate? That 1 in 10,000 players gives money? 1 in 100,000? 1 in a million? Either way it's a lot for such a crazy game. Clearly its hitting some nerves.
But obviously I'm biased since this sort of stuff is exactly what I like about games
*I know there aren't really any numbers on how many people play this game; but keeping in mind that it's in so many ways utterly niche - graphics, UI, difficulty, and so on - and has almost 3000 patreons, well. What's a reasonable estimate? That 1 in 10,000 players gives money? 1 in 100,000? 1 in a million? Either way it's a lot for such a crazy game. Clearly its hitting some nerves.