It’s because Paradox has made it a goal to completely neuter the game in order to appeal to the masses. And when they do try to make the game slightly more difficult, the player base they’ve cultivated and coddled for years refuses to accept it—so they instantly back down. That’s why the game feels so shallow and aimless: they’re too afraid to follow through on meaningful mechanics because they fear alienating their audience.
In contrast, games like Imperator, EU, and Project Caesar seem to start with a clear vision in mind. That attracts players who want to engage with that vision, which in turn makes developing mechanics feel less like entertaining toddlers by jingling keys and more like a conversation between equals—players and devs working together to understand and build on the game’s core ideas.
Johan and his team are cultivating a hardcore player base interested in a sandbox rooted in history, with depth and difficulty in mind. Meanwhile, the CK3 team seems focused on catering to Redditors and YouTubers who post the same shallow blob screenshots over and over, then get mad at the very idea of making their power fantasy even slightly less easy.
It’s incredibly telling who their target audience is, especially considering they don’t even bother to include a hard mode—you just get “Easy” or “Very Easy.”