I agree.
My two cents:
Inter-AI diplomacy: the AI never seems to make peace with other AI factions. If I drag my allies into a war with someone, they are still at war with that faction 30 years later. This must hurt AI economy tremendously and I do not believe it is working as intended (in the previous TW titles, AI factions would make peace with each other).
Forts: at least according to fort descriptions, the higher level fort wall defenses should be more dangerous (for attackers). In the game, this is not the case, if the player gets to control the walls in star forts (and gun forts). Wall cannons are fired only once the enemy is at very close range. However, if the AI controls the walls, cannons are fired at the normal cannon range. This does not seem to work as intended. Also, player units placed on higher end fort walls do not seem to be able to hit anything with musket fire.
Pike Units: insist on turning sideways if "pike wall" formation is ordered.
Succession Wars: republics tend to declare succession wars. It does not make sense.
Major European Powers: AI controlled major European powers seem too weak compared to the minors. AI controlled France is frequently destroyed early in the game by Wuttenberg or Savoy; Holland - by Westphalia...
Land Bridges: this is a well known bug, but I did not see it in the list above. The AI frequently (not always) seems unable to figure out how to use land-bridges. Sweden in particular is plagued by this problem. Their armies would get stuck near Kopenhagen and unable to move in any direction from there. Once this happens, Sweden's AI turn takes forever to complete...
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