As we all wildly speculate about about the mythical other players and not us:
- Most other players (mop) will quit, because they cannot handle defeat.
- mop are perfectionists
- mop want to get their missing achievements, which demands optimal play or cutting a lot of cheese or trying specific strategies. A single ill-timed heir-death can mean a lot here.
- mop just claim to want have games with "realism" and setbacks, but save-scam when they get it. Why? Don't know. Perhaps we feel better when we manage a challange with perceived risk - even if we do not want the consequences of said risks.
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More seriously:
We (at least I) want
- large gains to be hard or at least high risk high gain. With later tech and time, the larger gains should be manageble.
- from time to time challenges, because new threads arise or the rules of the game change.
- not desired is an auto-effect guaranteeing a tag with 1.5 manpower of me
And lo and behold EUV has all that.
- large gains in the beginning will likely lead to rebillion, civil war, etc. In fact I think several starting nation will struggle to keep it together. Several nations will have mechanics for bad succession.
- scenarios, illnesses, and events will shake things up. (E.g. Western Schism, reformation, italien wars all will shake up rules, manpower-pools allience-webs and more - just on the first game-half in Europe)
- finally (and in partial contrast to my wishes) there seems to be a willingness to give nations a leg-up to form at least middling powers, e.g. in Bavarian Flavour and others events are shown for randomized grateness.
I believe in most runs the will be at least 1 stable, Iberian colonizer, 1 single domineering tag in Britain, a unified French tag, 1 domineering Turkish power in Anatolia, 1 in the Balkans, ..
This will not happen in all games and not necessarily fast. But with enough regularity, that players, who accept losses in the form of set-backs, can enjoy them and plot their come-back.
Admittedly I am rather a roleplayrr, than a map-painter