Indeed, this is another way of doing what I want... as long as the peasant war disaster of Sweden doesn't end up giving them more modifiers.
Why shouldn't Sweden get a WORSE modifier for a unique disaster? This seems like a thing to get caught up on only for purist reasons.
It should be rare because Spain (or Castille and Aragon) starts in such a powerful state compared to Genoa. But if 'Spain' gets utterly smashed by France, Portugal and Granada, and reduced to a rump state around Barcelona, why shouldn't Genoa conquer it?
No, I'm talking about a scenario where Spain is reduced to a rump state because they are bad at the game- they mismanage their economy, get a ton of corruption, get decadent uncaring monarchs, etc. etc. not cause of outside factors that cause an equally large and powerful empire to take their place (like the Byzantium/Ottomans example).
But okay, let's entertain the analogy with HoI4. Let's pretend you can have a toggle in which you can turn off the mission trees and even generalize many of the unique bonuses, and turn off the others. Would I be satisfied?
Yes.
Yeah I'm fine with the ability to toggle features on and off- certain features I'm a bit leery of- like people suggesting the ability to turn India off in CK3, but hey, more player freedom right? I honestly prefer that it's done on a per-mechanic basis too, than a pre-DLC basis since there might be some aspects of a DLC I like or don't like.
I actually love the ability to select specific focus-trees for HOI4 to create certain scenarios- like say an 'Allies Vs. Comintern' run.
My only issue is that I doubt EU5 can be so flexible as to pre-select certain routes- it's too dynamic in that way (and I'm not saying it shouldn't be). HOI4 generally gives four mission paths for each tag based on ideology (with occasionally sub-paths, more common for mods), but I actually wouldn't want a railroading in a sense where I can toggle the 'Buff Byzantium' path so that I can play a game with a resurgent Byzantium in every campaign. That'd be fun, but also I wouldn't want that to be quite so artificial. I do think there is some room for 'toggleable paths' but I think they don't rest with the individual mission trees.
I've mentioned before in other threads I'd like Paradox to do a 'Nuke Europe' option that turns off European Colonization so we can play in the America's without the fear of the Spanish Armegeddon, but I think that should be done via some ingame system (like worse climate, or more aggressive black death, or even an alt-hist setup) rather than individually turning off colonization for all the big players. Another option I've suggested would be a 'Classical Resurgence' in the monothiestic world, but that again wouldn't be tied to tags (or if it is, it's limited) but event chains that spawn centers of reformation for the old-god religions (NOTE: This would be a very wacky option that has to either be unlocked like per mission tree on an individual run, or again, toggled on and off, with off by default- this would only be for players that want to do the meme run).
What is a tag, really?
Primary culture and religion can be changed. Ruling dynasty can be changed. System of government can be changed. Even the name can be changed, from a technical perspective (the name of a country is something entirely scriptable). Flags are no different.
So what makes a tag, a tag? What makes England, England, in this game, if so many core components of it can be changed out with something else? It's not the culture, or the religion, or the ruling dynasty, or the system of government, or the name, or the flag.
It is what they lay as their claim for what they are. The heritage in which they claim to represent. That claim, and that heritage, is the basis for country-specific flavor and mechanics (as opposed to culture-specific or religion-specific or government-specific or dynasty-specific or geography-specific or whatever else).
That, to me, is the basis both of formable countries and of what country-specific flavor should be.
We should note that any formable requires there to be no other country that is that tag. To form England, England must first be destroyed.
Anyway, while I'm a materialist, I think it's a mistake that people often make to assume that nationalism is this nonexistent fiction- that governance is purely down to numbers on a spreadsheet. But I think nationalism is real, as real as Morale as at any rate, and this should be represented in the game as something more than just numbers on a spreadsheet.
One can argue that nationalism as a force was invented with the Treaty of Westphalia, but I argue that it's precursors stem back to this era- It was CERTAINLY a major factor in the Scottish War of Independence, which forged the Scottish national identity like no other event in history (and there's a LOT to choose from).