Yeah, creating a new game allows for more innovation and some might not land. That's called progress.
That's called 'changing things around'. Progress happens only when world after changes is better than before changes.
expand SS recruitment by having a system of 'special' forces
How many such systems?
demanding territory can happen by having units next to the country you wish to threaten.
Agreeing to such demands is suboptimal choice. The only thing victim gets is time, but aggressor gets the same amount of time, and then more resources to exploit, to create bigger army, to bully more countries into giving him more territory. On the other hand, allowing such coercion give strongest nation ability to increase its power without any cost at all.
Such awful mechanics is acceptable in HoI4 only because HoI4 has very strong narrative aspect, i.e. it is telling very concrete story which happens to include countries actually giving their land through coercion.
You can change government by actually creating a government system more complex than a pie chart
the R-M pact can occur as a result of having an actual diplomacy system
That's mirage. Everyone imagine such system, but noone ever implemented it. Of course, system that doesn't exist can allow any expected outcome. It can be also perfectly balanced to drift towards historical outcomes at exactly expected ratio. Its only problem is that it doesn't exist.
But lets imagine such system. We want Wehrmacht putsch to be doable in first year of game (for balance reasons), and such putsch to happen organically, without content designer intervention. For that, we need either some kind of 'Wehrmacht putsch progress bar', or some prince-like character doing his own machinations independently of player (probably to increase wehrmacht putsch progress bar). But wait. For such character to exist, and for such bar to be in well-balanced position, for possible actions to be available, some content designer actually has to make design decision to include them.
Or do you think all of the above should only be allowed to happen where a content designer decided to add an explicit case?
In context of Hearts of Iron: actually yes, I stand in position that most political machinations and ideological projects should be build on national focus trees (or other content designer design decisions), not on 'universal' system. Universal systems tend to move in unexpected directions, and I happen to like both historical HoI4, and absolute political &&&&&&&&&&& randomized focuses are (through I like them separated).
I will go even further: I consider each workhour spend on chasing mirage of universal complex system to be wasted time, that could be spent better on ironing out problems with national focus system.
The UI is just so much more intuitive now, and a major reason for that is the addition of interactive tooltips starting with Imperator. The menus are also much cleaner. In Hearts of Iron IV, the screen is basically cluttered 100% of the time—with menus, submenus, sub-submenus, and icons stacked on top of each other.
I don't think UI depends on engine that much. More specifically, in good architecture presentation should be mostly independent from deep code like world rendering, input handling, asset management, or even gameplay framework like handling scripts. Granted, I never saw Clausewitz internals. In other words, it
should be possible to add interactive tooltips without touching deep code..
Overall, I heard engine argument many times, but I don't think I ever saw deep technical reasoning why newer one is better. My position may sound unfair: probably the only people who have any knowledge about Clausewitz and are not under NDA are few people who made HoI2 spinoff two decades ago. But game engine
is realm of deep technical knowledge.
Look, I’m really trying hard not to get myself cancelled here... but if a game requires you to watch tutorials on a third-party platform just to understand how to play, that’s going to alienate a lot of potential players. I get that this might not be a concern for veteran players, but from a business perspective, it's definitely something to consider.
I don't want to cancel you, and sorry I sounded that way. I agree with you that games, even grand strategies, should be made easy to get a grasp of (through I want to note these are grand strategy games, and they should have some level of complexity, that player have to understand to win the game on difficulty higher than Easy). Where we disagree is that I consider HoI4 easy to learn to casual level. I actually found it easier to learn than Imperator: Rome. I:R overwhelmed me, while in HoI4 I knew from the start what I want to achieve, and game threw some colorful icons telling me what should I do to keep relatively competitive (in relation to easymode AI, but still).
I do agree that UX could be much better. My personal dream is for game to save course of the battle, tick-by-tick, and allow me to replay them in-game.