AwesomeButton
Proud owner of BG 3: Day of Swen's Tentacle
This is a problem with their general approach. They used to get on a high horse when talking about how scripted events are a dead end and generic mechanics are the future. But once they put the theory into practice, their generic mechanics are too generic and too difficult to balance in order to provide a plausibly-looking experience in a history-themed game. Maybe it will be just fine in a fantasy-themed or sci-fi-themed game.Powerblocs are also a waste of time. When I formed Germany (Click Button, Receive Wurst) I somehow got parts of Austria and a bunch of random minors as subjects. So I formed a bloc to replace the Zollverein and tried getting my neighbors in. It takes ages to gain enough points to invite anyone to your bloc. Austria was a rump state that consisted mainly of Hungary, yet even with decades to spare I couldn't get them to join peacefully. You also can't really do shit as a bloc leader anyway.
I'll use the Egyptian-Ottoman war as an example, because I'm just figuring out how to translate that into a simple event tree. I can present the war and the diplomatic crisis with their impact on the politics and society in France with 4-5 events. I can hook an event when a diplomatic play starts, where specifically the OE wants to take specific states from Egypt. Then I can use events to provide different paths of action to France with short- and long-term consequences which are not immediately evident, like it was IRL. I can use event effects in order to boost France's "leverage" over Egypt, making it easier to pull into a block. I can add a modifier "Egyptian army trained by French officers" for example, boosting leverage and relations. BTW a question worth asking is where is Paradox when it comes to giving custom treatment to specific situations such as a famous historical diplomatic crisis. The uncomfortable answer is - busy charging 25 EUR for 10 events and a couple of event images.
My point is that generic systems provide good hooks to use when writing custom scripts to represent a historical situation, but going just with generic mechanics makes the game feel barebones at best and a shitshow in most cases. On the other hand, if we lacked the systems, it would have been much more dificult to detect specific conditions when an event would make sense to be fired.