Well, technically you do that by demesne laws. The holdings just don't have enough difference in regards to troops yet.The most important for me: Chose what troops ratio you have through Crown Laws!
Tech progress is a bit more even, but thanks to the focus option you can indeed have level 1 in bows and level 3 in siege weapons. Techrange will start to increase around 1250 (starting date for tier III techs).The impossibility of specializing (is it possible to reach level 2 in bow before getting level 1 in heavy armor?) is an annoyance of mine, as it is one more reason why different part of the map play similarly. You can't really decide to rush bows and build lots of archery buildings, since your archers will only be barely better than those of the nations which focuses on heavy armor...
You more or less have to anyway, since a character can only tutor two children at a time.+1. Nowadays, I always send my heirs to NPC-controlled tutors to make their traits a little more random.
Hiding stuff from players is never a good idea unless that player wants it. I played a few EU3 MP games and noticed how unfair my knowledge advantage from modding was: Because I had looked and tweaked the files dozen of times I knew the trigger conditions for certain events, triggered modifiers, how to stop religious turmoil and end a peasant war - while other players didn't have a clue. Our France player suffered for 100 years from turmoil because he didn't have Ecumenism...Then again, Vanilla PDox games in Clausewitz have always been very generous at giving the player a pretty clear idea of what is going on (and that is good, as it makes them more user friendly), while mods are what made them awesome. In fact, CK2 is exactly the same in that respect.
...anyway, your comment made me launch up CK1 again to check a few things. I will definitely change troop distribution for my mod to match the CK1 style a bit more and provide a meaningful choise between castles, cities and temples.
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