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The Hearts and Minds mod has a great system where in addition to providing the player with a variety of laws and ministers to spend PP on, it periodically generated events where laws could be changed for free or small increments of +25 PP gained. (A number of those events lead to ideology drift which the AI can't really cope with--great for randomness but things get a little crazy with the volume of civil wars happening.) Crucially, many of the added options only cost 50, 75 or 100 PP, while certain laws worked on a 'slider' similar to vanilla conscription where skipping 'steps' in progression cost incremental PP.
I'd recommend either buffing PP income with events (which help break up early-game speed 4 monotony) or lowering the cost of using the added national options--balance-wise, since all but one choice in a particular area is a mixed-bag of bonuses and penalties, these shouldn't cost as much as a purely-beneficial personnel change.
I'd also suggest deciding on a 'default' set of laws for each ideology (with maybe a few differences thrown in for the Majors) so that players don't need to dump a ton of precious early-game PP in to get a basic setup.
Very much this. Just played through a game and I had to walk through Germany, Italy and Russia completly before they surrendered. WAY too overpowered, imo there shouldn't be something that adds national unity weekly its just too broken maybe if it was changed to a national unity buff instead.