I for one welcome the "casualization" of CK2 (my first Paradox game) and EU4, as if the games were as complex as, say, HoI3 or Vicky 2, I wouldn't have played them, going instead to Civ V and my many RPGs (btw, Risen 3 is pretty cool! I'd kill for a Gothic I remake). I have enough digging for systemic gimmicks and running into hidden mechanisms at work.
With all its faults, EU4 is by now my most played Steam game, and in my lifetime top 5 anyway. It's engaging, rewarding and can be frustrating, and the most important thing to me was being able to play as underdogs like Mutapa or Dai Viet, while Total War games (I absolutely loved Medieval 1 & 2 and Rome 1) only offered the big guns to play...
I'm sorry the more hardcore of you folks are having a bad time with this - believe me when I say I know and understand the feeling. This time however I'm on the other side of the divide (even if I'd rather there was no divide and we were a big, cuddly family!) and that's how I see it.
"Casualization" =/= good UI design. Good UI design is a completely separate matter. As one of this game's more "hardcore" players (at least by hours spent anyway), even now I'll call them out on woefully terrible UI. For a game that's supposedly catered to casuals, it's odd that it has tons of opaque mechanics that can only be inferred from experience, despite some of them being basic rules of the game. For example:
- What dictates terrain chosen in battle?
- Where do you get a river crossing penalty...or perhaps more relevant, where *don't* you get this?
- What is your combat width? I've seen players with 100's of hours not be able to answer it correctly, because the game won't tell you directly, you have to compute it.
- How do PUs work...this patch?
- When does war leader change?
- If war leader does change, when can you still make separate peace with the original target?
- Which factors in combat have the most and least impact between pips, tactics, combat ability, discipline, morale, etc?
- How do you gain army tradition?
- What bonuses does the horde government give?
- Why doesn't the income screen match your actual income?
- Which of the targets in the AE tooltip in making peace deals actually get the AE, and which don't?
- How do coalitions work?
- What exactly happens when you westernize, and how much will it cost prior to starting it?
- How does unit maintenance work?
- How do you end a peasant's war? Aspirations for liberty?
- How does a peace deal scale with a country's size? A coalition's size?
This is just off the top of my head, there's more, lots more. Some of these are grey areas, like events. There should probably be some indication of how to end a peasant's war for example in the game (I don't see how a casual player will see an end to it), but it's impractical to document every event in a manual. Stuff like "how do you get army tradition and how much does each action give" and "does leader maneuver influence terrain choice" are non-negotiable. We found out the latter is "yes" roughly 1/2 year into the game, and that is pathetic to the point of being shameful. AT is still in theory mode.
When you can remove the AI's behavior from the mechanics and *still* not know the rules in a player vs player only environment, you effectively have a game with hidden rules of gameplay. That isn't "complicated depth", and it sure as heck isn't "catered to casual players". What it IS, however, is shoddy.
Mechanics like coalitions are not casual player bait either. The most common complaints about coalitions come from a mixture of rookie players and some of the game's best, with averagish players who understand how they work but aren't familiar enough with the game to stretch their limits being the most likely to conclude they're fine.
A lot of the "schism" in this game could be mended if the game's rules were ever clearly laid out. So many arguments on this forum are borne of or exacerbated by players arguing from different frames of understanding of the game they're playing, and that's only to be expected when the game hides its rules, and then changes those hidden rules without documenting it on top, or we've given inaccurate patch notes that actively mislead players about how mechanics that are changed function. I'd be very interested to hear which portion of the community (current or future) that this supposedly benefits, but I'd be surprised if anyone could actually manage to come up with something. Memorizing which movements can lead to river crossings is not competent 2014 gameplay and it isn't for casual players.
The design theory of "AIs as competitors" is not necessarily bad. The implementation is bad though, and changes don't do what the devs claim they do.
The only "schism" here is between people who aren't bothered by any of this and will name-call people who are, and players who want a sensible title that fits its billing as a "strategy" game and not a fake difficulty bonanza like "I wanna be the guy".
And make no mistake, getting hosed by the game hiding its rules, and being unable to re-load if it involves achievements is 100% pure fake difficulty. The sheep-like behavior of coming to the defense of that crap and chastising the player for not knowing hidden rules just rubs salt on the wound. It's even better when the player making the comment actually don't know the game that well himself. THAT causes a schism.