Or , if not , then far more manipulator functions {I think of the existing ones for setting an AI behaviour like the controls of a vehicle : we have the extent of a basic cars' controls , when what we need are atleast a WWII fightplanes controls} .
For example {a few ideas}: A way to adjust propesity to build various types of unit for each faction .
Propensity to hire mercenaries {vital for an historically accurate Cathaginian A.I.} .
Likelyhood of disbanding units when under finacial strain {increase or decrease over what they have as standard , including possibly a bias to which types first : Romans would disband Mercanaries first , Cathage lowgrade regulars , Scythia/Sarmatia foot units etc} .
A more comprehensive set of Naval behaviour {not just propensity to build ships , but are they used more as coastal defense , agressive attacks/blocades , in concentrated battle fleets or lots of small "harrasment" flotillas etc .

If it would be problematic to do these as sliders or such then how about having them as coded behaviour that is sort of "added" to the standard behaviours and modifying them that we can pick and choose from {clearly , some behavioural modifyers are needed anyhow {shipspam , A.I. not hiring anywhere near enough mercs nor disbanding enough , let alone replacing obsolete units with improved ones particularly noticable for the Senate Post Marius} .

I've worded it badly , but if we can have far more control over how the A.I. behaves and makes choices it would be a quantum leap in our ability to mod this game , which in the long run would probably sell more copies and garner more desire to purchase the next game in the T.W. series .

I am confident you could figure out how : what you have already made is proof you people can code marvels .