I wished freaking development was dynamic like populations are in you know real life, but I guess basic programming and QoL is to much for the EU4 team.
well there are a few events that emulate that
the issue with dynamic shit in general is that the more you program in, the more resources it takes up. the game already starts to chug in the later years, and especially during massive wars like the league wars. pulse events aren't perfect, but they're a nice way to add dynamicism without further slowing the game. it would be nice if there were more of them tho
my main issue is that the game just does not allow for playing tall at all
merchant republics are inherently shit aside from the few that start as merchant republics thanks to the province limit required for taking the decision (on top of the massive stab hit), and development is far too costly. it's, like, what, base of 10 admin per development to core a province? but on average 50+ to actually put points into development
even stacking modifiers for development cost, it's still cheaper to just blob
you can't even compensate for it by creating loads of subjects thanks to the liberty desire from development vassals and marches get. haven't played around with client states enough to know if they would work well, but those are relatively late-game. if you still have only 20 provinces by the time you get access to them, you're either bad at the game or you've seriously gimped yourself for a gimmicky gov't type