Could you please specify which are those few carpetsieging and immediate stackwiping things that used to matter?
Of course I'm willing to do so, given I asked that of the ZoC system. Here are things that used to matter pre-ZoC, but matter less so now:
1. Attrition (fort changes necessitated drastic alteration of attrition in hostile territory. It used to cap 3x higher, more still if you go way back)
2. Naval mobility: before ZoC trapping landed troops was a thing, the risk of someone using their navy to dump stacks to assault-occupy your back lines was large. Now, that's trivially stopped long enough to bring troops back. This change was a significant hidden nerf (more like collateral damage) to the threat provided by a large navy.
3. Pre-war positioning: having opponents controlling problematic terrain on you was a big disadvantage, one completely erased by camping behind a mountain fort + having the better part of a year to reinforce the region.
4. I've seen people complain that 1 battle could decide wars, but that a) is consistent with some historical wars b) rewarded planning ahead in its own right, just like forts and c) allowed smaller nations to more readily punish nations that leave troops out of position...something good for power projection on the board in gameplay terms and not out of line with history.
The present model of "infinite replenishing merc pool with force field forts --> resource wars" is no more realistic than what we had in 1.11. Arguably, it is significantly less realistic depending on what time we're in the game. The overwhelming majority of armed conflict in the period ended in timeframes that are completely impossible in game terms, with the exceptions being the most noteworthy, long-spanning wars.
March all the way from Wien to St. Petersburg without have to siege anything or establish a supply line is completely normal.
The concept of "supply lines" is not really period appropriate. This isn't hearts of iron 4. For a major portion of this game's timeline, armies did not and could not feasibly run "supply lines" like you allude, and they weren't the reason that armies didn't tend to bypass forts.
Siege St. Peter without a supply line 400km deep in enemy territory gives you only 1 attrition per month.
That's an argument for the old system, which allowed for >10% attrition. It was seriously hell and if you read old threads you can see how people complained about losing manpower in Russia. Back then, manpowered mattered too because mercs were not infinite!
If you control all farms in a 200km radius, the attrition will be the same.
The enemy army can siege a big city, which has a decent cleared area around it, from the forests half miles away. The line of sight to artillery is amazing.
Irrelevant, on the basis that these issues identical between the two models. Forest terrain around huge cities on either side is silly.
Defensive terrain worked for the enemy.
Historically, and arguably in gameplay terms, letting your enemies set up on terrain favorable to them while your army is elsewhere has that problem. In the old system, you had to think about it a lot more than now, which is a simple "put fort on rough terrain" and then stop thinking.
Pockets of 2k mercenaries sieging all provinces in a 100km radius is completely normal.
I don't miss this any more than I presently enjoy level 8 forts, AI abusing run-arounds and insta-reacting to troops out of sight, or getting trapped by hidden rules to be fair. It functioned, and unlike now the rules were clear, but it wasn't ideal.
Wars were mostly decided in one battle.
Some wars, not all wars. Manual retreat, defensive depth, and baiting enemies since you can see in your territory and they can't were all things, depending on region + how big you/they were.
There was no attrition war because point above.
Hahahaha!
Not enough attrition for you? Here's one more:
These were all solo wars. I even showed a short tutorial on fighting Muscovy 1v1 back then, and Muscovy was stronger than Golden Horde by a margin. Songhai vs Mali and especially Najd vs Mamluks in solo wars are ridiculously 1-sided in favor of Mali and Mamluks respectively in those patches; you're outnumbered 3:1 or worse.
The present fort model has NOTHING on attrition usage strategy. That used to be part of the game, pre-ZoC. Pdox patched attrition as a war-deciding factor out of the game. Doing these kinds of plays now is *impossible*, but back then attrition could seriously decide the outcome of wars by itself. The assertion that there "was no attrition" war, while there somehow is now with much less attrition and a money-based countermeasure for its effect is asinine! Attrition is a point in favor of the old fort system, not what we have now!
There was no planning of fort positioning. No provinces were strategical.
"Put fort on terrain choke" is not exactly rocket science planning. Troop positioning was a lot more fluid in terms of what you're willing to risk. Remember, back then CW decreased on bad terrain, so you could even position troops to protect rough terrain and have enough time to reinforce.