As for EUIV, I think Johan wanted, by introducing mana, an accessible tool to be able to « balance » things and to prevent money to be the one value allowing the snowballing of power.
Hmm. That's a useful insight. I can see how that was a goal with mana, but I don't think it worked (or at least worked substantially less well than money did in EU3). In fact I think it made things worse: enormous countries spending the same 100ADM to increase stability as OPM Mecklenburg is "balanced" only in the narrowest sense. In EU3 a giant Germany would spend years and many ducats regaining stability while tiny Mecklenburg would stabilise almost overnight.
That was balance.
Similarly, sprawling empires earned tons of ducats but their ability to snowball was limited by each new province increasing the cost of technology. Tiny Mecklenburg, if it focused on land tech and had a decent income, would probably pull ahead of a vast France or Poland. A poverty-stricken OPM would fall behind.
That was balance
. Small, prosperous Portugal and small, poor Navarre teching at roughly the same rate because they cost roughly the same number of mana is only balanced in a narrow and meaningless sense. It seems to me that mana, in fact, wildly unbalanced what was an extraordinarily well-balanced (basic mechanic in a) game.
I eventually grew out of that particular criticism, because all in all there is enough mana for that.
But that's the problem: the only way to ultimately "balance" the competing opportunity costs associated with mana is to generate so much mana that it becomes an effectively non-scarce resource. "There is enough mana for all that" is essentially a rephrasing of "you don't have to worry about allocating mana".
The root of all evil for me is precisely what makes EUIV soo entertaining to many : national ideas.
That's interesting. I thought that national ideas were a fantastic concept, because originally I believe they didn't change when you formed new countries. They were a way to ensure that an Italy formed by Venice or Genoa would be naval-and-commerce-focused, while an Italy formed by Florence or Milan would be great at technology and prestige; a Prussian Germany would be militaristic and highly disciplined, but a Germany formed by Lubeck would be rolling in money. Integrating that "national character" with small bonuses into countries seemed to me to be an amazing way of adding a little uniqueness that EU3 lacked.
I thought that NIs especially had potential if they were iterated upon such that
the way you played affected what your future ideas would be. Lubeck would start with powerful commercial traditions, and then hidden variables would track how you played (lots of light ships and ports? Pushing inland? Using lots of mercenaries? Taking lots of loans?) so that your final bonus (called "national ambition" in early iterations) would be an emergent feature of your nation's apparent ambitions. That was EU3 thinking: what you do in the game should affect outcomes... I worked on a mod to that effect. But the game-y arcade-y philosophy that I think is typified by mana won out, and we got the exact opposite.
Instead, and where they went wrong (as you observed) was in letting you shuffle through national ideas (the first ones are called national
traditions, wtf? How does changing them make any sense?) by switching tags. Mission trees were just an even more egregious attack on the basic coherence and integrity of the game. I think all of this comes back to the basic principles of mana, though. Once you've ingrained mana into the game you've put "balance" in terms of "all nations are equally capable on the basis of magic mana" ahead of "balance" in the sense of "nations are differentiated by historically plausible factors". What you've done is, essentially, build an arcade anyway and historical plausibility is being left in the dust. Why
not let people flip through idea groups and chase ever-more-powerful modifiers, in that case?