I feel differently than you do, I feel effect is more important than intent. I believe you could have all the best intentions in the world, but if you do something that's harmful, it's what you did that's more important than what you tried to do, if I'm making sense?
Sorry, didn't mean to diminish the importance of the effect. The best intentions can still cause frustration or outright harm. But it's important for rectifying the situation in terms of games design. Someone with poor intent simply
won't, right? Someone, or some people, that have good intentions, would be open to the nature of ahistorical gameplay just to tilt the scales in a fairer direction (like how Firaxis have done with leader choices and so on, in Civilisation).
All I meant by that is that I think Paradox
would be open to such, and that it's more understandable to say "this country has this much of a standing army and no women generals" by
default (i.e. without customising or introducing game options to change this) than (to take an intentionally ludicrous example) people defending the lack of minorities in the Witcher because it was a) based on a book (not a reason, video games adapt from source material all the time) and b) because it's medieval (not a reason, it's
fantasy. The only medieval concepts used by the author are the ones the author chooses to. Replicating an apparent lack of PoC in medieval times is a conscious choice when writing fantasy).
The developers even admit it was a choice, and while it's a defensible choice from the arguments given, it doesn't make them immune to critique.
I will say: not a fan of "recognising the challenges and allowing women characters to overcome them"
@Lord Shadow (not just you on this particular tack, either). It's not about recognising the challenges women went through, because they're not any more than notable men present in the game are. Or rather than "it's not about", it's just that's a bad argument. The games do nothing to raise the stature of these unique achievements above any other achievement in the game(s).
It's about historical accuracy and flexibility developers hold themselves to when implementing such.