Can we include specific AI bugs?

On the campaign map, the AI doesn't attack when it clearly has superior forces. For example, Scipii (AI) is at war with Numidia (AI) but instead of attacking they will continue to amass many large stacks of armies on the border that do not attack, or even enter, Numidian territory. This goes on for many years.

Another one--In RTW 1.0 the AI would over-build its naval forces to the extent that it would eventually bankrupt itself if it never lost any of those naval units in battle. This was fixed in 1.2 but now it has gone the other way. Now the AI rarely builds naval units, and when it does they are easily defeated because they won't stack them into large fleets like they used to. (This might be related to Scipii not expanding reliably.)

Brutii (AI) don't expand across the Aegean. Instead, once the Greek/Macedon region is conquered they expand northward into Thrace, Dacia and even Scythia. This is probably related to the AI naval deficiency bug above. Since the Romans never bothered with conquering Germania or "Scythia", I think this should be considered a bug on both a historical basis and the fact that the AI still obviously has trouble crossing bodies of water via ships, unless it is near the beginning of the game, (it appears to be "scripted" to do so.)

The AI never attacks Crete or Hibernia.

On the battlemap, when defending wooden walls that haven't been breached and entered yet, the AI will run its forces back and forth behind the walls, making them exhausted and allowing them to be picked off easily by missile troops. What it should do is attempt to conserve stamina. Run them to a destination allow them to rest up.

On the battlemap, again stamina should be a consideration for all possible courses of action. For instance, when the AI can't make up its mind what formation it should use to defend with, it will wear its units down by running them all over the place including up and down a hillside. No formation can be so good that it would be worth making your units exhausted trying to get into it. The AI should continue to attempt to change formations when it deems necessary, but if its troops are getting too tired it should be less likely to change.

Last one--On the battlemap, the AI will give up a hilltop position by maneuver. If facing an army with no apparent weaknesses, (i.e. the AI has decided it's not ready to charge yet), the AI will allow the player to march up the hill and take it, while the AI retreats off the hill. This maneuver involves the player keeping the lines facing the AI while moving troops sideways up the hill as if flanking. The AI is attempting to prevent a flanking maneuver, but in doing so it gives up its hilltop advantage to the player. Instead, the AI ought to take its height advantage into account while responding to an obvious flanking move. If the player tries to flank up the hill, instead of moving away as it would on flat ground, the AI should hold position and/or attack the player's flanking maneuver while it holds the height advantage, rather than rotate its formation allowing the player to take the hill. Rotating away from the player's flank attempt works only on flat ground. When holding a hill, the AI should take advantage of the hill while it still has it. It's as if the AI only values a height advantage during pre-battle, but during the battle it forgets that there is a hill there and it should attempt to hold that hill at all costs.