Quote Originally Posted by Fisherking View Post
The AI factions should be the challenge, not the game mechanics throwing random events and declarations of war at the player. Not monetary constraints, or game cheats that harass the player or cost more time and money.
I couldn't agree more.

Quote Originally Posted by Fisherking View Post
I have taken regions where it had not been developed from its at start position and any new towns or ports were still undeveloped. Taxes seem to be set so that most of its troops are required just for garrisons. Few will develop towns until captured. Some regions will actually reverse their previous developments when they rebel. In a couple of regions schools and other development disappear and are replace by other building when captured.
I'm not sure I've seen this much tbh. What difficulty are you playing on?

Generally on H I've found that the AI (almost all factions) is able to more or less keep up with research (i use 3 schools) and often will upgrade farms, roads and govt buildings well before me. Maybe the Ai runs with higher taxes though -delaying town appearance?

I have to say though that the general rule is for factions to capture a few regions and then stagnate.

For whatever reason, the AI factions don't ever seem very decisive in their action. Because the area where I've seen the most decisiveness (read: ruthless pursual of conquest and annihilation of enemies) is India -which I'd consider the least complex theatre, I think the AI already has too many options.

This is especially the case in central and northern europe where factions are provided with such a complex web of possibilities that the AI tries to deal with all of them (most crudely, attack whilst ensuring defense, Military power without compromising economic development).

I'm getting to the stage of advocating the kind of scripted AI behaviour that was used in MTW2.. e.g. the free for all over Corsica and Sardinia.