That's not the same argument. Previous poster was using research about how we (usually incorrectly) justify or explain opinions that we have, typically after-the-fact. This is different from making game design decisions in an arbitrary or random manner.
Those after-the-fact opinions are given on the game design decisions made in an arbitrary manner. They're not the same thing, but they're related, and they certainly contribute to the thread topic (IE unpopular changes are usually less popular if biased/incorrect justifications arise in their defense, and rarely more).
"Pay-to-win" as a phrase has a pretty specific definition. Either it lets you gain an advantage over other players by spending money they didn't spend, or it lets you bypass in-game obstacles by spending money.
Okay. At least we're not lost here. That's pretty close to how I would define it as well.
The first is obviously false as all players in a multiplayer game play with the same DLC enabled (specifically, all of that owned by the host, even for players that never spent a dime on any of them).
Not all game comparisons are in MP games. At least some people compare notes on achievements (evidenced on forum posts) and having vs not having DLC creates an apples-to-oranges comparison. In some cases, a given approach is not even possible without DLC or the achievement is literally impossible without it (like the Trebizond one).
But this is the lesser offender of your definition.
The second is typically applied in a context of free "stamina" in F2P games, or instant heals and other types of "cheats" in other games, which also clearly doesn't apply here.
Here you apply a different standard than your definition.
Monarch points expenditure requirements are an obstacle. DLC gives you more/lets you distribute them more readily (including focusing values to an extent only possible in DLC). Liberty desire is an obstacle. DLC lets you trivialize it. Autonomy is an obstacle, and recently patched to be larger. DLC content removes its penalty entirely for one of three estates (while you're strictly worse off on income without it).
Even if you want to argue that it technically meets the definition because it enables all these cool new things
No, I will argue harsher than that. I will argue that in multiple cases, Pdox introduced a problem (coring/dip annex cost increase, liberty desire) then turned around and sold the cure in DLC (cheap estates advisors/demanding monarch points, subject interaction/grant province). Even beyond such overt pay to win modeling, DLC features such as aforementioned NF, treasure fleets, support independence, ability to manually grade to empire rank, switch governments, and access extra religion benefits all confer varying degrees of benefits that offset obstacles the development team introduced through regular patches.
Regardless, there are multiple actions that were patched to be made non-viable deliberately...unless you happen to pick up the DLC, then suddenly you can still do them. I'm not the one reaching here.
So even with the most relaxed and forgiving definition possible, there are instances that run counter to your claims.
A pay to win model does not require all DLC to provide an advantage. Unit packs are pretty much universally agreed to confer no mechanical in-game advantage, same with music.
In short, it's disingenuous misuse of the phrase in a way intended to be inflammatory, appealing to emotion to try to rally other players to oppose the DLC model by framing it as something it isn't.
Speaking of disingenuous, this is a rather flimsy ad hominem. Who's "trying to rally players" to do anything? Jomini and I both called out an obvious pay-to-win model, show me where either of us advocated that others should act based on that though?
Maybe, rather than "trying to be inflammatory", you can not put words in my mouth