Well, to be clear on that, I am not for this. Maybe it was unclear in my initial post.
I still don't see how you being a ruler and giving an adequate budget, which will be spent on ALL military manners, is somehow more abstract than having two, three types of supplies, most of which you will largely not interact with outside of building a specific factory and then letting the game automatically buy up stockpiles. The result is the same and that is what I am arguing could be much better. Rather than representing a broad decrease in combat readiness (again, it's been a while, maybe I am calling it by the wrong name), there could be different, specific effects of missing out on specific types of production. While I think medicine inventions fill this out by a bit, it is too abstract, for you just get a flat boost to your shit after a specific time period. Which is fine, but it hardly interacts with fundamentals by saying "20% better" in completely abstract terms that are divorced from supplying, maintaining and organising those things through fleshed out game mechanics.
Well then, I assume by this you understand what I mean by difference between fundamentals and abstracts. What I am saying is Victoria 2 has more of the former, and EU4 has very little of it. While Victoria 2 also uses abstractions, its fundamentals interact in much more organic matter and is built upon by abstracts. In Victoria 2 your units start to disintegrate if they are not being supplied properly as they won't be reinforced. Medicine inventions also decrease the impact of casualties to your pops (I.E less amount of casualties taken in battle will translate into decrease in pop numbers, meaning vaguely that with more advanced medicine less of your troops are dying from wounds and such).
I disagree very strongly. To say those four centuries didn't amount to nearly as much, if not more, than that one century is to be extremely ignorant of history of that time period, nevermind individual centuries or even specific decades within that time period. What changed was literacy rates, governments, political institutions, economics, trade, society -- basically everything. It's difficult to argue with someone who can sweep all these things under the rug with a "Nuh-uh". I'd argue it would be difficult to properly represent 15th - 16th century from the traditional starting point of the EUIV and then for a hundred year long game the same way Vic2 represents it's age. Now adding three more vastly different centuries with exteme variety of historical trends and changes is an insanely difficult task.
I didn't mean that those things didn't change anything, I said that they are political changes that do not require complex fundamental mechanics to represent. You would broadly require two fundamentals, one is regarding the interaction between central control and regional autonomy, other is state authority and interest groups trying to keep their privileges. A lot of the struggles, including partly confessionalism and reformation & counter-reformation are related to these concepts. Essentially, at start of EU4 timeline the states should be aristocratic cliques, and at the end of it they should be modern states, which is a process of centralization, bureaucratization, institutionalism and breaking of traditional privileges of interest groups (peasantry and nobility alike). Other is economic systems, and the physical reality of trade routes as logistic questions. EU4 simply doesn't even remotely attempt to handle these questions as fundamentals, rather they are all abstracted as province autonomy, religion (always singular, there is no place for plurality), culture of a province etc., there is nothing fundamental in it. Its trade mechanics are very much deficient and don't simulate or represent anything except self-contained mini-game about pooling trade. Same goes for mercantilism, trade companies etc. that were dominant factors in this era.
Compared to this Victoria 2 attempting to even demonstrate how demographics were so important to states via pop dynamics and their interaction with literacy is beyond and above anything EU4 even is capable of with its layers of abstracts. We are talking about a game that's supposed to represent age of discovery that cannot even properly give you the same fundamental reasons to represent why Portugal or Venice acted as they did in this era, while in Victoria 2 you have same challenges and goals in mind while trying to modernize the Ottoman state as Ottoman sultans themselves did. EU4 is a game that's essentially risk with trade, but cannot represent how armies worked in this era, as a negotiation between state agents and private contractors at first to standing professional armies later. This is a game that cannot simulate how trade went from mercantilist zero-sum to global trade routes and joint-stock ownership. It is a game where walking an army from Iberia to India can be as easy as getting them to India via cape. EU4 just doesn't represent any fundamental ultimately, it is all abstract fluff gamey mechanics that are self-contained. While Victoria 2 tries to represent how countries transformed from agrarian autocratic monarchies to industrial rational states.
EU4 could very well represent at least some of the fundamentals of the era, sure 377 years is a long time, but I think if Victoria 2 can represent how agrarian monarchies transformed into industrial modern-states. EU4 can at least represent how struggle between state and interest groups worked. At the very least, it should try to attempt to represent the challenges of raising standing armies or maritime trade.
No, I am thinking of HPM. It is absolutely rail-roaded and most of the games are literally the same. Play as Italy? Unify. But NOT by your own agency. Just wait until a specific event. Maybe then take a few lands in MENA or Balkans. Germany? Muhgrossgermaniums. But NOT by conquest, just wait until a specific event that is always choreographed the same exact way. France? Don't get smashed by Prussia. And so on. I'm not saying it shouldn't be an option, but the game heavily leans on these outcomes, especially when the AI plays. While some determinism is necessary in these games to give an illusion of historicity, it would be nice to see a game where Germany doesn't overflow into France. Between the start time and the historical date of Franco-Prusso war there's enough time that the game might take it's own course given that it has variables to do so, but 9/10 it will happen the same it has happend in almost all the other games you've played.
This is absolutely untrue, I am not sure when you last played EU4 but events and mission-trees railroad much more than Victoria 2 does. Formation of certain states is also entirely based on technologies (such as Spain, which Iberian wedding is an event in the first place for example or the entirety of Burgundian crisis). Victoria 2 is not more railroaded, it is more constrainted because of its focus on demographics.
...except they do. They represent compability between the state and the populous. Conquering an European culture with the same religion boosts some penalty for rebels. Conquering an entirely different religion with an alien culture makes for a MUCH bigger increase in likelyhood of rebellion. You're using a poor example.
They do not because you can readily accept other cultures, convert entire religions by click of a button, or spend some mana to change the cultures. It is an abstract obstacle. If you don't do that, at best you'll just get some rebel spawns as a number that you can squash, because the mismatched culture & religion is just a malus to your manpower (and not even entirety of it, apparently you can census-draft entire populations, even unaccepted culture and religions to your armies, in early modern era, that's a bold assumption). While in Victoria 2 if you have unaccepted cultures in your country, and you draft them to your army, that unit of soldiers might rebel. You cannot readily assimilate or accept them at the click of a button at the cost of one type of mana or another either. You have to nudge your populations to pass the required reforms so that they aren't as unaccepted.
That's hardly my experience, at least with the AI nations, HPM included or not. Mostly what changes the game is what nation I play, thus the player is usually the only element that disrupts the equilibrium and allows for a truly different game. Even then the tempting route to take is one that the nation historically has, and quite often it is a boring one, as you are not really playing the game, but doing a to-do list for a very specific event that sometimes feels like cheating, i.e. unification events. There is not much emergent gameplay in Vic2. The traditionally rail-roaded experience of Victoria 2 becomes boring very quickly if you've experienced it just once or twice.
Victoria 2 is a more passive game, but that's essentially because it represents the dynamics of the era well. You cannot transform a backward nation into an industrial power house easily, nor shift the balance of power by conquering entire half of the globe as Ryukyu. That's however a good thing in what it is trying to represent with great power dynamics and demographic shifts of the era.
Well, I am not going to argue against that as I am not even an EUIV apologist. I already explained why I believe the game has failed to do this, and it has to do with its ambitious scope.
Added in some last-minute edits to make more sense in parts.
I am not critical of EU4 as someone who doesn't care for the period, but as someone who is intimately familiar with it. It is a disappointing game, and shows fundamental misunderstanding in game design. EU4 is bad game not because of faulty execution, but because faulty aims and ambitions.