tl;dr: I believe that the skill trees are a mistake at least with their current implementation. They goad you into a specific playstyle for years on end of gameplay yet lack enough depth to offer you variety within that playstyle. Characters turn into one-dimensional beings, which is further reinforced by having very few traits and personality archetypes.
Rant/
Of course, this at first may seem fine. Characters have so many paths to explore! From the intriguey courtier, to the crafty merchant, to the noble knight. But once you have visited all these paths, how often would you like to visit them again? We all know that we will go through all of these paths in but a few dozens of hours of gameplay, and I am sure they will be fun and well worth the price.
Yet what comes after? You'll have played through the Noble Knight skill tree for the 10th time and you'll start to realize how boring it gets that all 10 of these characters felt like they were the exact same with a different 3D model attached. Characters are losing their personal touch with the implementation of this skill tree and the new 'few traits' system. I feel this is even more so reinforced with the fact that characters now get a 'personality'. You will not fear your uncle Tim who's getting way too intimate with that dagger of his, you'll fear his personality archetype, you'll fear the 'Scheming Mastermind' or whatever his personality will be called.
The next complaint I have about the skill trees is that they seem shallow. I'm seeing a lot of small modifiers here and there that give you small boosts to characteristics, vassal relations, income... So? Is that it? Sometimes they do unlock a decision, a casus belli or a scheme, but why are they locked behind a specific skill tree? They should be available for characters to use at all times! If your character can't handle it and fails catastrophically, then that's your character's fault! Why can't my noble knight use crafty schemes unless he lets go of his noble knight skill tree and spends a decade or two going down the crafty rogue skill tree? What's the stress system for? Just to punish you for choosing wrong options in events?
Tell me, devs, why are characters goaded into archetypes instead of being modular beings with no predefined 'personality' but the one created by the character, his circumstances, and the events surrounding him? You know, the entire thing that makes an alt-history game based around its characters fun and unpredictable?
/Rant
Rant/
Of course, this at first may seem fine. Characters have so many paths to explore! From the intriguey courtier, to the crafty merchant, to the noble knight. But once you have visited all these paths, how often would you like to visit them again? We all know that we will go through all of these paths in but a few dozens of hours of gameplay, and I am sure they will be fun and well worth the price.
Yet what comes after? You'll have played through the Noble Knight skill tree for the 10th time and you'll start to realize how boring it gets that all 10 of these characters felt like they were the exact same with a different 3D model attached. Characters are losing their personal touch with the implementation of this skill tree and the new 'few traits' system. I feel this is even more so reinforced with the fact that characters now get a 'personality'. You will not fear your uncle Tim who's getting way too intimate with that dagger of his, you'll fear his personality archetype, you'll fear the 'Scheming Mastermind' or whatever his personality will be called.
The next complaint I have about the skill trees is that they seem shallow. I'm seeing a lot of small modifiers here and there that give you small boosts to characteristics, vassal relations, income... So? Is that it? Sometimes they do unlock a decision, a casus belli or a scheme, but why are they locked behind a specific skill tree? They should be available for characters to use at all times! If your character can't handle it and fails catastrophically, then that's your character's fault! Why can't my noble knight use crafty schemes unless he lets go of his noble knight skill tree and spends a decade or two going down the crafty rogue skill tree? What's the stress system for? Just to punish you for choosing wrong options in events?
Tell me, devs, why are characters goaded into archetypes instead of being modular beings with no predefined 'personality' but the one created by the character, his circumstances, and the events surrounding him? You know, the entire thing that makes an alt-history game based around its characters fun and unpredictable?
/Rant