Why the hate on NIs and missions?
Nations in history have personalities, if you understand them well enough, and would have geared their nation a certain way different to others elsewhere or even those nearby. As someone mentioned, France gets a colonial idea in their NIs because their nation would colonize due to their environment and lack of continental expansion (pre-napoleon) would push a France in any situation to do so. Allowing full modularity to all NIs for the player/AI would simply create a scale of modifier-stacking that would become nonsensical.
Missions are a non-essential chain of events/progressions that offer a historical experience or aspirations emulating that of said nation during the historical timeline.
EU4 is a historical game after all, so missions (or something similar) are quite critical as a mechanic or for a gameplay experience.
And
@Elfryc : From your explanation, I'm sorry to say I can't follow your suggestion. I may be absolutist in my thinking, your idea is better than NIs because at least there is a choice implied in it. If I understand it well, you can lose your innate bonus (temporarily) in order to gain suboptimal, but situationnally better bonuses, but in your proposal, you still have bonuses linked to the existence of your TAG, that isn't explained otherwise than by that TAG being in existence.
This may be a compromise, but it still has the same fundamental problem I have with NIs and mission trees, in that bonuses depend on TAGs rather than on actions you can make, or than the way your country evolves.
That's why I like so much, in theory, CK2/3 system of customizable cultures/religions, or Victoria 3 system of customizable laws. Those systems may suffer from the problem of having often the same results, and only the road being different. I understand that criticism. But I still prefer that over having the "nations" having their "national character", which is fixed in stone.
If I take
@vaLor- point : "France gets a colonial idea in their NIs because their nation
would colonize due to their
environment and
lack of continental expansion."
Aren't those precisely things that can be influenced by the game mechanics? What if France goes on a napoleonic rampage in the XVIth century? How would its (historically moderate) focus on colonization be justified then? And what if France lost its Atlantic coast to England? Wouldn't that make their colonization bonuses completely unrealistic?
EU is at its core, in my eyes, an alternative history generator. Pasting predetermined outcomes on it, be it by missions or by bonuses which go preferably on certain countries, goes directly against this idea. This is not to say countries shouldn't be different. Indeed, their situation at the beginning and the ressources they have should have an impact on the way they evolved. But ideally, besides the initial conditions, none of that should be predetermined.
Of course, some things are more realistic than others. There is a balance to be had. And there have been countless conversations on that subject in those forums. But this is a very large subject encompassing much more than NIs and missions.