No.
We are not trying to make the game easier, nor 'power creep' is our design philosophy. What we're trying to do since a couple of years ago when PDX Tinto's tenure of EUIV started, is to fix, balance and polish the game systems and mechanics while trying to add more and deeper content. This is not an easy task, as the game has almost 10 years old, its systems being the oldest of Paradox's games, and has many, many mechanics and features coming from different DLCs. But when possible, we've freed up or made compatible mechanics from different DLCs, while keeping adding as much content as possible to older DLCs and the base game. We've also tried to actively refresh and rebalance old systems, as the idea groups, and we've also tried to implement challenging content, as with the disasters for Mali, Ottomans, or Castile. There was also a big update to the AI in 1.34, and I'd say that it's in better shape than it had been for years.
Can we do things better, and keep improving? For sure. I think that we could do better with features like the disasters, and maybe we could give some more love to things like the AI management of reforms that Jarvin has mentioned. But I also think that we've influx replayability and more gameplay differentiation to the game with the new reforms, privileges, ideas, etc., opening new possibilities that were not there 3 years ago.
It's comforting to know that all of this is a bug and not a feature. Honestly, this is not so easy to tell from outside of Tinto.
What I see is a studio making local adjustments one at a time, adding missions here and features there. Each DLC focuses on one region or theme. Individually these contributions can be fun and interesting. Who doesn't love turtle ships or samurai, after all? And in adopting this approach I think the team isn't doing anything wrong. Incremental additions is how all continuing software development happens.
But
all of these local contributions add up to change the global nature and balance of the game.
The course of development gradually changes the EU4 meta. And it seems that
there is no one at Tinto whose job is to periodically step back and assess this meta, to examine the total weight of all adjustments and features added over a long timespan, and to determine whether this is moving the gameplay in a desirable direction.
I believe
this lack of global review is what causes the meta to slide in certain ways over time, hence the term power creep. I don't know how noticeable this may be to a dev team focused on carrying out a pre-planned, multi-year road map for future DLCs. But I (and others) have observed that EU4 has been become easier over the last few years. Of course, I have more experience and am (presumably) better at the game now than I was 5 years ago. But I don't think this perception is due only to a change in the observer.
I can recall multiple instances where, thanks to years of DLC additions,
it has become very easy to pull the right button (or estate privilege, or mission, etc.) out of our big bag of modern EU4 features to dismantle whatever problem comes our way. And sometimes in doing so we completely circumvent some major obstacle we were supposed to face. We win the prize without having to face the intended challenge.
Here's a little (obsolete) example. Before the whole Teutonic mission rework, the Teutons had to please Austria enough to join the HRE. In the beginning this usually required a large bribe (> 125 ducats). But with the introduction of scornful insults, it was enough to just scornfully insult an Austrian rival to get over the opinion threshold.
From my empirical experience, a lot of this creeping is happening because
some mechanics may be added, adjusted, or updated, but other mechanics or scenarios relying on them will be overlooked and not updated.
This can distort the interaction between these different elements, leading to dramatically changed (and unintended) gameplay dynamics. Someone at Tinto needs to monitor these second-order interactions, because a lot of bugs and power creep results when they break.
Take a prominent example mentioned in my opening post:
the Hundred Years War.
In the oldest patches, England starts off already at war with France, and so it had to fight alone if it wanted to win a PU over France. This was also (as far as I'm aware) England's only opportunity to PU France outside of the usual dynastic RNG, so there were no second chances or postponing to a more convenient time in the future. It was now or never.
All of this made perfect sense from a game balance perspective. England getting a PU over France effectively means winning the game in the first 10 years. The rewards are so huge that the challenge should be considerable, and
England losing should be the norm.
This balance began to drift apart when the opening setup was changed to take into account the Treaty of Tours. Now that England no longer starts the game at war, this opened the way for it to collect allies for the HYW. To be clear, adding the Treaty of Tours is correct history and I absolutely support it. By itself, this was not a problem. But when combined with the possibility to call in allies by promising land, this enabled England to bury France under a pile of large allies, making the HYW a cakewalk and shattering the game balance there.
There were multiple ways to address this issue, some of them quite simple.
One was to impose a -1000 penalty for calling allies into union CB wars. If this seems too blunt, then turning the HYW into a custom war (which it now is anyway) allows us to add this blocking penalty specifically for the HYW and nothing else.
Or, for a different approach, we could simply add truces between France and Castile/Aragon/Burgundy to prevent them from getting called in. In fact, it would enough to just make them not interested in any French land. This has always kept Austria out.
Let me add that all these proposals are still very simple to implement as of 1.35.6.
But instead of doing any of this, the DLCs have doubled down on making it easier for England to get a PU over France. We have the Paris mission giving England a union CB, at a time of England's choosing. This is but one of the more egregious cases of a mission handing out an overpowered union CB. I would perhaps be less offended by this if AI England was smart enough to think ahead and to try to profit off this mission by starting a war with the objective of occupying Paris. But the AI isn't smart enough to start wars just to beeline for mission rewards, so in effect this mission becomes a player-only buff.
We have even institutionalized this power creep into the English mission tree. There is now an entire mission branch and tag (Angevin) built around the idea of England PUing France. To be clear, I don't think any of this extra content is a problem per se,
provided that it is difficult for England to get that PU over France. While in my opinion it is not such a great use of developer manpower to build so much English content around the outcome where England effectively wins at the very opening of the game, the existence of this content in itself doesn't hurt the game balance. Personally, I'm actually a fan of Angevin content; it is a niche corner of history I enjoy.
But the fundamental issue, that it is way too easy for England to conquer France using big allies, has remained unaddressed up to now. And this fact combined with the presence of so much Angevin content conveys the impression that the Angevin path is intended to be so accessible and mainstream that any player can pursue it without too much hassle. It makes me think that PDX is deliberately beating down the grass so that this path becomes easily walkable for anyone.
For a different type of example, take a look at
Austria's complete apathy about defending its position as HRE emperor. This one seems to be a case of mechanical power creep contributing to an issue of (if not deliberately easy design) stupid AI.
Thanks to a number of generic and HRE mission bonuses combined with clergy privileges, it is easier than ever before for HRE OPMs to get elected emperor. Against a competent Austria player this wouldn't be nearly enough to win, but AI Austria simply doesn't pay any attention at all to its re-election. Which makes absolutely zero sense, as all of Austria's might and influence springs from its position as HRE emperor. If AI Austria hasn't been hardcoded to understand this, then it certainly needs to be.
In my opinion, the Austrian AI should be so pro-active about being re-elected HRE emperor that it should identify serious competitors well ahead of time and work to sabotage them. Otherwise, what is the point of being a diplomatic superpower and having a diplomacy-focused build? It should require a war to weaken Austria enough to make it vulnerable to losing the election. Personally, I think there should even be HRE events centered around confrontations between Austria and its electoral competitors.
But in fact election is easy for the player, because AI Austria usually does nothing. If it loses the election, AI Austria is perfectly content and doesn't even try to dislodge the new HRE emperor. I cannot fathom how the Austrian AI has behaved this way for so long without ever being addressed by Tinto. What kind of "diplomatic superpower" behavior is this? It is examples like this one which lead me to think that there is a deliberate attempt to make it easy for a player to get elected HRE emperor, by keeping AI Austria stupid.
So while I am relieved to hear that power creep is not an intended feature, I do believe it is nonetheless seeping into the game. Perhaps this is undetected to Tinto, but it is certainly noticeable to others. I would guess this is because we players enjoy the freedom of not having to dedicate 90% of our brainpower and attention to planning future content for the game and stressing about product deadlines. We can just sit and play, and through this playing become front-row witnesses to any broken second-order interactions resulting from first-order mechanical adjustments. We live the meta.
But power creep really is there, and I hope at some point Tinto will be able to dedicate some serious time to compiling and rebalancing some of these problems.