EU Rome has a pretty interesting mechanic with loyalty. The more the troops fight and win under a charismatic general the more loyal to that general they get. They're more loyal to that general than the state but under that general they fight insanely well.
You basically gotta play with fire and get troops ultra-loyal to god like generals. Its pretty intense if you try to min-max this stuff because generals with more loyal troops become more disloyal themselves. Whats also interesting is that a 1 point difference (generals rate from 1-10) between generals is literally the difference between a win or a loss with thousands of deaths so you basically gotta whore yourself out for really good generals.
Whats also interesting is that troops get paid by their loyal generals and there are events that cause trouble when families get too rich (they pass on wealth) so you also want loyal troops to drain these families of some of their money.
Does Imperator keep this mechanic? People shit on EU:Rome but I think its a hidden gem.
Gotta love how he just completely ignores the possibility of him learning from his mistakes.
Also, that question is dumb because of how dishonest it is.
People want more representations of real things - population, wealth, etc. And they want less predictability and painting the map.
Shit like the Mingols happens because you give countries arbitrary mechanics instead of having all of the countries more or less following the same ruleset.
How would I have nerfed China in Eu4 or Eu3? I would have made cavalry better and required countries to have access to a cavalry resource to access them. China has historically had dogshit cavalry and literally fought a war to acquire cavalry to defeat the proto-huns. I would have also introduced penalties for being too big and made it impossible to paint the map with different cultures and religions. China would be a huge country with a weak army and small tax revenue due to its diversity.
en.wikipedia.org
en.wikipedia.org