Ramela,
One of the other big differences is that, as M2TW is a multi-faction game the AI, much like the human, can only work a few turns in advance for real moves. What he human does that the AI doesn't is to set goals and evaluate how relevant those goals are to the current situation.
As an example, as Milan several of my goals are;
1) Take Venice
2) Buy or Take Balogna
3) Take Florence
The order of those goals being achieved is dependant on what the AI does, how it moves its troops, and the results of several multi-outcome encounters. If I can't buy Balogna off the Germans, I'll have to change my strategy and take it later.
I would not be surprised if the first five turns of a M2TW game have more possible outcomes than an entire game of chess.
This means that the concept of setting goals and working to resolve those goals often is much more efficient for a human (or computer) than working out possible moves (the chess "Looking ahead"). As a result, I'm sure that by working out multiple AI scripts and having each faction leader adhearing to one of these we should have a net effect similar to a human player. Of course since the AI can all of a sudden decide on a very different style of play mid game, that can be a real challenge for a human to keep up with.
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