Existence of "other ridiculous immersion breaking things" in the game doesn't cancel the fact that female Sultan would be immersion breaking too.
Ridiculous things are usually unintentional results of bugs and imbalances.
Sure, yes, bugs and design errors can do that, too, but the things I mentioned up above are very much deliberate design decisions, and they're nearly ubiquitous.
I suppose I should clarify: a female Sultan just handed to me by the game by default would be immersion-breaking. It would not be immersion-breaking, as I've already said, if the player made the right choices, which are apparently already made available by the game, to make a female Sultan happen.
Right, I agree, although "immersion-breaking" wouldn't be the right word for me. "Consistent" maybe? When a game (or a book, movie or television show) proclaims itself to be something, even implicitly, I expect it to actually be that. When I'm judging a work of art, I always try to judge it by whatever criteria it embraces for itself (and figuring out what a work of art is trying to do is sometimes difficult). So, for example, I judge the portrayal of violence differently in
Avengers than I do in
Saving Private Ryan, because of what those movies seem to tell me is how they want to portray violence (one of the criticism of
Saving Pvt Ryan that I thought was a real eye-roller was that there were so few Black people in it; well, yeah, the US Army didn't have integrated units in WWII - I couldn't tell if the people making that criticism simply didn't know that). If a PC game apparently begins with a purely historical setting, then yes, its setting ought to be historical at the beginning.
CKII and
Civ VI present very different starting points. But as you and
@AmazonQueen and
@red_elk say, once the game begins all bets are off, which is pretty much why we're playing it in the first place.
And what other "ridiculous things" do you suppose are not immersion-breaking for me, anyway?
Specifically? I don't know. More generally, I named the command & control capabilities that the player enjoys in wargames, because that's something that is commonplace and rarely commented upon. (I've actually proposed more realistic C&C systems for wargames and had the idea swatted back in my face like I'd suggest playing the game naked while hanging upsidedown from the ceiling. Not in this forum, elsewhere.)
So you think what I just said is as bad as saying the N-word, or am I misunderstanding you?
No, sorry, I was just using Rodriguez sticking her foot in her mouth as an example of a person being labeled as
being a thing when she
said something that was a thing, and then not being allowed to simply say "whoops, sorry." fwiw, I don't think anybody believed that she was using the N-word maliciously. It seemed as though everybody understood that she was singing a song written by someone else, which kind of makes the overreaction worse, in a way. People understood that she was just clumsy, and they still jumped on her for it, and then jumped on her some more for apologizing in a way they didn't like. It seemed like making a mountain out of a molehill, when there are already plenty of real mountains that we need people to climb.
Yeah, but the entire point of the game is that realizing the "what ifs" should require player input. If the Ottoman Empire can conquer Russia without the player putting in any real work to see that outcome, it is not fun. Similarly, if the game just hands us female Ottoman Sultans without the player putting in any work it's not fun (for me anyway).
I've only played
CKII for a few-dozen hours, and I've never play
HOI or
EU at all. Do the AI-controlled nations in those games follow historical events or patterns? I've played
Total War games a ton, and I can say for certain that the computer-controlled nations do not follow historical behaviors or events in those games. Those games may begin with a historical starting point, but once the game begins, everything goes bat[stuff] insane, with or without player input

(fwiw, I enjoy that, watching crazy [stuff] happen is part of the fun, for me).
I mean, I even say I'm fine with the game including an option to allow female rulers by default without the player having to transform these medieval societies at all (the Paradox historical simulator I'm familiar with, Hearts of Iron IV, includes a bunch of options when you start a game to create ahistorical AI behavior and so on which is fine, but I mostly don't play with those options checked because they often lead to immersion-breaking outcomes).
Yeah, right, those options ought to be standard in every game by now. I play
Path of Exile a lot, and one of the game's glaring shortfalls is that there isn't an avatar of either sex for all of the archetypes. If you play a Templar or a Marauder, you're male. If you play a Witch or a Ranger, you're female. You can't play a male witch or a female Templar. It's just the avatars, it has no impact on gameplay. But
Mass Effect has been doing that for years, and those games have a fully-voiced protagonist, so they had to record the whole script twice, once with a male actor and once with a female actor. And the depth and attention to detail in the
Path of Exile artwork is one of that game's greatest strengths. When it comes to alternative avatars, it's like they just forgot or something, I dunno.
p.s.
I've said all I intend to say about this already. If someone can respond to the arguments I've already made and show me why it is sexist (in particular, I would like to hear what
@EgonSpengler has to say in response to my elaboration on my point, and I would also like to specifically apologize to him for my comment in that post) I will be grateful. But as of now...I'm not convinced.
(Not ignoring this, thinking about it.)
p.p.s Crap, I just noticed I pasted the wrong name several times. I think I fixed it.