If one has low mil leader then you will barely have enough points to keep on par with others in tech. Same with any other points except perhaps diplomatic - this one is used A LOT, no matter who you play as. One can afford ideas without a malus to his technology only if he has high skill leader in that department and pays a lot for the advisor. Republics are best example here - if you never chose admin or military leader in the election, you will stay at the same tech lvl in all 3 lines, but then you will also have additional trade ideas to play with.
I guess what is most annoying is that player has little influence what his nation will be focusing on when playing a monarchy - some sort of "focus" (IE. +1 of chosen field and -1 to the others) could probably help give some feel of influence on the matter and at the same time be a hard choice to make.
Or prohibit the insta-teleporting of your one uber-leader all over the world: that would actually make having multiple leaders a reasonable strategy.
I guess what is most annoying is that player has little influence what his nation will be focusing on when playing a monarchy - some sort of "focus" (IE. +1 of chosen field and -1 to the others) could probably help give some feel of influence on the matter and at the same time be a hard choice to make.
Or the game could be designed so it is a very viable strategy to have more leaders then you can upkeep for free. This would create a MilMP expense/drain and you wouldn't mind spending points each month on it because these leaders would be important for large nations with many fronts in a war. I think the demo is too short a time to conclude that MilMP will not be a very useful resource. And that is even before considering how much manpower means now. Those military buildings should use quite a few point too.
Or prohibit the insta-teleporting of your one uber-leader all over the world: that would actually make having multiple leaders a reasonable strategy.