But that’s not depth, it’s just a paint job designed to make it look like there’s depth when there isn’t.
Having to play a specific country in order to play colonial, trade, land warfare, whatever is precisely the problem with mission trees.
You asked what makes Holland different from Brabant without mission trees. Well, not much. That’s a failing of EUIV design so far, not a win for mission trees. The trees just paint over that failing by making it seem like the experience of each country is radically different. It isn’t, you just get told to click on different provinces.
Depth is when mechanics interact to create interesting emergent behaviour. Mission trees aren’t depth. Culture isn’t depth. Unifications aren’t depth. Flipping culture and unifying a country to get a different mission tree is depth, but it’s A) about the best EUIV offers (and is that good enough?) and B) not the kind of depth I and @Arizal want from EUIV or that EUIV offers, which is the experience of early modern empire building. Rather, it’s a purely mechanical depth from contorting game mechanics we might instead call “complexity”.
A deep game would mean Holland and Brabant are different because Holland has crappy infertile territory and depends on the sea and naval units, so its nobility are poor and weak and its burghers are wealthy and strong. Out of that would flow a more powerful navy, a strong commercial class who compete for power over the government with the traditional aristocracy, and perhaps an army based on commoners with expensive weapons rather than noble cavalry. Brabant would be different because Brabant is different. If Brabant found itself in a similar position, Brabant should play in much the same way—there’s no magical Brabantness in the world that means if Brabant was reduced to scratching a living in swampy coastal badlands its nobility would stay powerful.
That would require the building of complex interacting mechanics: terrain types dictate goods produced; goods produced dictate the power of estates; estates influence government forms and the makeup of armies; makeup of armies recursively affects estates; all of them affects the relations of religious and cultural groups, which impact stability and diplomatic relations and stability and the makeup of armies and how autonomous different areas are. Each step of the above introduces new and interesting interactions between mechanics based on our understanding of history. That is historical depth.
Each step of the above would also make room for you to mess around with more things and twiddle more levers than culture-religion-government reform-tag, which is about all you can adjust at the moment. So not only would the game have more depth for me, it would have more depth for you, too.
But mission trees militate against that improved depth, because they’re a one-size-fits-nobody single solution: why make an interesting mechanic whereby pretenders split off bits of the realm and try to conquer it back when you can just make Gotland a special magic mission where that happens? Sure, that gives Gotland a special thing to click but it means every other country where there’s a pretender misses out AND it means that we can’t see what weird and interesting outcomes might be produced by dynamically applying that mechanic to different situations all over the game world.
This isn’t even some wild out-there suggestion. EUIV used to have development toward implementing and refining new local and global mechanics that made the world more dynamic for everyone. Then things like mission trees and tributtons came on the scene and the community accepted them as good enough to pay for.
Mission trees are a bad solution for everybody who plays EUIV. The only people who think they’re good just haven’t considered opportunity cost.
So, in short you're asking for a game that EU4 never was and never will be.
It's this weird state where EU4 is too complex for 90% of the player base, but then the other 10% plays it so much they consider the game too easy and there's never the inbetween that scratches that itch. Can you really say the game is too easy after you've played 3000 hours of it?
I honestly suggest you play mods to enhance your gameplay. Take Anbennar for example, it has way more mechanics and stuff in the game than base EU4 will ever be able to offer. Or as the poster above: M&T
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