Gettysburg was very good. Another fine example of how you can have a real time game without it being a click fest and have real tactics. One of the things I found appealing about Shogun was some of the initial favourable comparisons to Gettysburg.
Unreal Tournament still has the best AI for an FPS that I've seen. The Homeworld games had some good if not outstanding AI (and considering the fully 3D playing field, that's very impressive).
In general, RTS games tend to have a hard time with good AI. I think it's sad commentary that with the 3rd party tweaks (e.g. Queller) Total Annihilation has better AI than most modern RTS games and it was coded over 5 years ago.
Overall, Shogun has a good AI but some of it's elements should have been done differently. Balanced army composition is one of them because it should have been relatively simple to code in a list of army makeups that are viable and have the AI construct those armies. With the very good rock paper scissor units strengths a player shouldn't find themselves 25 years into the campaign facing off against an army of 12 archer units and some Ashi. I get the feeling that the AI army composition was done with some sort of weighting algorithm that doesn't work as well as quasi-scripting would in this game.
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