You seem to think your case of 'Let's not add any more provinces or nations ever because the AI is not as efficient as a human' is a reasonable position to begin with.
Well, I suppose you could summarize my position in a less accurate and more offensive way, but I am impressed that was a pretty nice strawman you have there.
In like manner, your "argument" basically comes down to: this makes 1444 borders prettier, and everyone who worries about gameplay or UI can just deal with it.
Frankly, the fact that you cannot engage honestly and fairly with criticism is a pretty good sign of how weak your idea is. If you can only attack strawman, that is a pretty good case for ignoring the whole proposal as a vanity project.
My argument is pretty simple:
Which AIs are the most important for maintaining historical strategy in a historical strategy title? The Western Colonizers, the OE, Russia, Austria, Timirids, China, Poland, Persia, Mughals, and Sweden in roughly that order. These are the states that defined strategies in this period (if you build a formal interaction network, these are the most central states in it). Shockingly, map changes that muck with these driver nations have major implications for far more states than changes to OPMs.
Okay, so those guys are important, does the proposed change increase or decrease the the ability of those AIs to provide the historical threat they did to each other and neighbors? In this case it pretty clearly decreases it.
Still this is not enough to be decisive. Instead we turn now to balancing. How much of interest do we gain from the map change vs how much is the cost of the distortion. Okay we have a prettier 1444 map. We have another tag to play. And we have some more provinces that can allow you to remake certain 18th century maneuverings, albeit with provinces that are over 50
times larger than historical territory exchange. And we have one more soon-to-die minor for cheese like March Swarming the OE as Byz.
So how much are each of these worth? Aesthetics are pretty low, but given that we have an abominably bad base map (Africa and South America being nowhere near real world relative latitudes), I am guessing that few people care that much about the map looking perfect. Another tag. Hmm let's see by the numbers only a fraction of a percent of people already play the OPMs in the area. How different will this one be? Well let's see you have OPM next to the OE ... oh wait, sorry too many of those. Well it would be the OPM that has Catholic rulers over an Eastern Orthodox populace ... hrm that's harsh. Well it would be a splinter state that could lay claim to the mantle of the Eastern Roman Empire ... dang it. Oh its an independent OPM on the Adriatic coast ... yeah somewhere in here is something unique. Chances are, most people will not play this any more than more than they currently play places like Corfu, Naxos, or Trebizond. And I think we would all agree that a new playable tag is the biggest benefit of the change. Is having more Byz cheese options important to you? It is not to me.
Okay so what is the harm, as noted it degrades the OE performance by a year or two. This means that if you are playing AQ, QQ, Georgia, Hungary, Serbia, Bosnia, Poland, Theodoro, the Mamelukes, The Knights, or Venice your opponent loses one of their most valuable years on bad return expansion. This in turn has ripple effects onward - Hungary, Austria, Russia, Persia, The Mughals, Arabia ... Off the cuff I would guess that something like 30% of the games currently playing would have some degree of effect.
Okay so for those people who really, really want to play the new tag let's say that this the single best game they ever play of EUIV ... say it was worth 4 times as much as an average game. How many are likely to play it? Let's say that is the average of the Theodoro, Trebizond, and Hormuz achievements, or maybe around .2% of players will
ever play it. So net utility would be something like 4 * 0.002; or around 0.008 overall. This is an exceedingly generous calculation as far more people play the majors multiple times and I would be shocked if Ironman play cohort is
not hideously skewed towards people making OPM runs just for achievements.
Now let's consider that 30% of games that will have a bit weaker OE resulting from the change. Suppose that decreases the fun of the game by 1%, particularly as the OE is one of the most common foes for much of the world this is likely an undershoot (a more realistic estimate would be something like 5% for average players and maybe 15% for elite level players). This means we are looking at .3 * .01 = .03.
Now even if we added in a nice advantage to Venice and Byz games (which are going to be just a percent or two of all plays), this is not going to change the basic problem - we are making a
lot of games less fun at the price of making a tiny fraction of games more by a sizeable number. Bastiat called this the fallacy of that which is seen and that which is not seen. It is obvious when you make a new OPM what is happening to the people playing the OPM, it is not obvious what happens to
every other game.
But even that is not the whole story. The fact is, for those people who truly want to build an Epirate state ... you already can. We sunk huge amounts of dev time into custom nations. Here is a perfect use for it. We can have the best of both worlds - the option to create an Epirate state if you really want to play it and not dragging down the OE.
And that is all I am looking for - consistent design philosophy. If we are going to nuke Byzantine cores, attrition mechanics, straight crossings, etc. in order to make the OE not underperform then we should not gimp the AI just for a tag we can already use the nation builder on.
But I am sure this will receive plenty of downvotes with few engaging directly with my actual arguments. Perhaps you can surprise me with a substantiative rebuttal rather than simply rhetoric.