Talking about advanced gameplay mechanics is a little bit far-fetched at this point
@Stars_and_Bars and
@tsf4 . Of course the plan for wars in Europe is to be limited, require certain conditions and have feasible outcomes. I can say with 100% certainty that my mod won't support a click-claim-and-conquer gameplay style.
@Stars_and_Bars your idea of colonization is in line with mine. Colonization will be event driven, depend on chance, player choices, etc. not a single button. This is how I plan to do many aspects of the mod. There is "only" 100 years of gameplay, so I want to keep players from hitting 5-speed and instead keep them constantly engaged with different event-chains unfolding. Event-chains that don't always play out the same way, they will have semi-random outcomes depending on the countries circumstances, so it's not beyond the player to influence things, but nothing will be 100% controllable. Another major aspect will be hidden results. The mod will not tell you what your choices might result in on top of outcomes being semi-random ("semi-random" explanation: you have a foreign incident the event might look at country relationships, diplo stances, government skills, etc influence chances in different ways). It will be a far shot from Pdx more recent take on Grand Strategy.
@Wixelt You'll have to specify your question somewhat.