I did a search but couldn't find a convenient place where AI improvements are discussed.
(I'm not looking for internal testing; merely a thread which lists the current AI issues as they are identified and hopefully corrected. This to help explain why the computer plays the way it does; to anticipate "exploits" etc)
Assuming this list doesn't already exist (for regular players like me; again, I'm not asking for internal developer discussion) let me start. Hopefully all of these bullet points are already on someone's bug list!
* Generally, AI uses a too-simplistic order of unit movement; first moving all its planes, then its tanks, then its infantry, then its artillery. This doesn't allow it to make proper use of combined arms.
* Most egregiously, AI doesn't use artillery to suppress targets BEFORE attacking them.
* In general, AI needs to
1) identify targets first; then for each target
2) make suppressing attacks (moving/using support units)
3) making actual attacks
4) repeat 2-4 for each next target
It would of course be good if the AI could identify chains of targets (i.e. "first I destroy the AT unit, then I can move up a tank to take out the arty behind it"); but this is more of a wish than an actual requirement at this stage. Just identifying targets FIRST, attacking them SECOND is definitely a good-enough improvement right now.
* better handling of prestige when it comes to purchasing units;
Especially the "attacking" AI is fond of spamming lots of weak useless units, presumably because it maximizes only on number of units added. It shouldn't be too difficult to allow the AI to actually *save up* some prestige (if it determines it wants a unit that costs more than the prestige awarded per turn).
* avoiding putting support units in harm's way:
* The AI currently seems to blissfully ignore fog of war, sending units to be ambushed and destroyed. This it does even for recon units(!). The quick fix is probably to never send units into FoW (assuming coding a "memory" of where enemy units "used to be" is too much work for too little gain); if Recon are moved right up to the "edge" of FoW, the AI actually uses such units ability to take stepped movement.
* NEVER move units in transports right up to the enemy. The worst case is when the (attacking) AI drives arty/flak right into a river hex, just to maintain contact with the front line. (No matter what unit you have, the death of said unit/lorry is almost assured). Do note that if the AI starts its turn with inf/tanks right up to the front, it doesn't do this (i.e. it doesn't actively replace front-line units with support units; it just don't see why maintaining the front with these units is a bad thing). This needs to be fixed - it's far too easy to exploit by withdrawing so you can kill enemy artillery before resuming your frontline.
* The AI is also too reckless with its airforce, moving fighters blindly (risking getting them shot down by appearing flak even if not ambushed)
* basic handling of airplane resupply
The current AI doesn't always move back airplanes when they run out of ammo.
* AI handling of
* paratroopers
* air/sea/train transports
Managing existing units inside transport is priority #1; actually deciding to load units onto transports is probably not crucial
* sea battles
It is too easy to pick off enemy naval units with your own, when you can attack from a distance (i.e. the enemy have no reason to move into "your part" of the ocean - c.f. the Partisan Uprising scenario where enemy naval units are only concerned about the land battle, blissfully ignoring that you're shooting them to pieces with your own navy). It would be preferable if naval attacks trigger a "I need to go and find the enemy fleet before bothering with anything else" flag.
Again, a point which may not need addressing right away. PC isn't about ships primarily. You could design the scenario so the AI retains a visual over all relevant parts of the ocean (either by hemming in the player's fleet, provide only coastal seas with Radar etc)
Do you have more bullet points?
Let's add them here, so we can tick them off as the team fixes them!






