I took the new MEIOU 3.0 mod for a spin. For those of you that don't know, it's an attempt to move EU4 towards being simulationist, and essentially turns it into a different game entirely by replacing virtually every mechanic in the game, while adding its own. The mod is still in an alpha state (meaning not everything is finished), but is in a playable state.
My first impression is: Holy shit, what is this autistic hell I got myself into? There are pops that are about equal to Victoria 2's in terms of their complexity, there are different industries in every province (that you can invest in, as can your estates), there's many different kinds and tiers of infrastructure... After spending way too much time studying their guides and tooltips and stuff, I realized that the best way to deal with this information overload is to simply ignore it – all the shit I named is on the micro level and, while interesting, it's not something one needs to or should touch unless he's got some specific plan what to do with it. The devs seem to think the same, as they provided an automated tool that basically manages all this autistic micro for you (with you just setting how much money you want to give the tool to develop provinces with).
Second thing to notice is significantly more interesting, and, to me, forms the actual meat of the game – the entire estates system was replaced with, basically, internal politics – you manage the various power brokers in the nation, their influence, try to pass reforms and change laws, placate unruly factions, etc. It's actually really well done – everything that goes down in your nation is connected to internal politics one way or another, and you constantly feel actually threatened by the local nobility and similar shit. For example, manpower – until you gradually (over the course of in-game centuries) switch to state-paid standing army, you are relying on feudal levies, especially in early game. That means all the manpower is provided to you by the nobility. That means that if you piss your nobility off, your manpower goes fucking poof! And not just manpower, but your force limit too! And it's not coming back until you make friends with the nobles again – reforming your country too fast is a sure way to make your country implode in this and similar ways. There's really a shitload of various privileges and laws and what not to consider that affect virtually EVERYTHING, from macro to micro, and that have stringent requirements to reform (reform for the better, that is), and even so, it's still just a sneak peek, essentially, since only two estates are actually fully finished right now, the others still being in development, with yet more laws to come.
Third thing to notice is the assload of other mechanics like the whole autonomy shebang or corruption shit and such – new mechanics that change the way you play the game (for example, the further away from your capital a province is, the higher its autonomy will be. You can remedy this by upgrading your roads, upgrading the capital, etc. Gamechanger for big empires, basically), but they're fairly simple to understand.
Finally, there's the performance – predictably, it runs like total shit. Not unplayably, but damn, it's slow. On fastest settings, an in-game month is going to take like half a minute. On the flipside, there's a lot of shit to do now rather than just keep waiting for shit to happen thanks to all the internal politics and micro shit, but still.
Seems pretty incline overall. I don't think I'll be in the mood to try to understand the micro anytime soon (I hope that at some point, they'll try to somehow present all that shit better, because as of right now, it's basically an information avalanche that opaque in what exactly it means and how you can affect it). You guys should give it a try and see for yourselves – it'll seem absolutely overwhelming at first, but, as I said, if you ignore all that micro, you'll find it's not actually all that complicated.