Well, the idea is to simulate running a country, so "a mass of small things that funnel into few things" is kinda the point. The richer backdrop is entire point here, and the bunch of smaller systems have storytelling purpose aside from purely mechanical one. And on occasion some small decision does play role much farther in. Like, hell, I had cases where me getting a cat saved me in the long term coz I got stress reduction from it in a moment where I really needed it.
Factorio would be on the other end of that, there is very little unneeded complexity and very well paced gameplay.
There are games like Distant Worlds that allow for varied level of automation (up to fully AI running empire), which is in itself pretty interesting idea when it comes to teaching players complex games.
>This has kept me from jumping in. From my point of view, I would love it if there would be simple way to dumb down some of the systems, have the game handle some of the micro-management, possibly remove some of the nuance of units, traits, and so on. I know it exists in the games to some extent, but from what I have seen enabling these things in itself required quite a bit of work. Perhaps I just haven't looked hard enough.
CK3 is significantly easier than CK2 to get in. I hit the ground running with CK3, bounced hard off CKII. The builtin mini-tutorials and "tooltips that have tooltips" make discovery of game systems so much easier, and game have a system that will inform you when there is a problem in your empire and what would be the ways to solve it
It seems incredibly complicated at a glance, but as you say a lot of the details might as well be inconsequential unless you're somebody obsessed with min-maxing your game experience.
After finally jumping in I found that yes, it’s more complex than other games, but the core systems that actually drive the game forward are fun enough and you can disregard the rest until you’re ready.
Each play-through of Stellaris I’ll say something like, “okay now this time I’ll actually engage with that espionage mechanic that keeps popping up…” etc.
In case of game like CK you start with already running empire, which means you need to take care of everything at once.
The advice is so taken to heart that the tutorial for CK3 starts in a slightly modified Ireland, which used to be referred to as “tutorial island.”
As an example, a beginner might never realize that they need to redesign the starting division templates in HOI4 unless and until told - and this is a common issue on threads in r/hoi4.
This has kept me from jumping in. From my point of view, I would love it if there would be simple way to dumb down some of the systems, have the game handle some of the micro-management, possibly remove some of the nuance of units, traits, and so on. I know it exists in the games to some extent, but from what I have seen enabling these things in itself required quite a bit of work. Perhaps I just haven't looked hard enough.
So for now I am resorted to watching youtube playthroughs with some fascination. Maybe one day when I have a few weeks of time to spare, I will try my hand at one of these games.