ORIGINAL: FrankHunter
As for the particular problem of the Ottomans not protecting their ports it would be simple for me to add a script demanding that that be a top priority. It would leave the Ottomans short several corps on the front but it would block amphibious moves.
All the current debate seems by now focused on how to improve CP-AI against Human player-EP. I wonder whether Frank Hunter could consider as equally simple to tweak somewhat the script in order to make better (and more historicaly) react the behaviour of AI against the human player acting as CP instead.
I wonder for instance whether the AI could be randomly (the way we can do with events in "The Operational Art of War") bound to some courses of action, like e.g. undertaking a Gallipoli expedition in spite of odds and hindrances, therefore simulating the influence of not always clever politicians like Churchill at the time.
AI could also be made to react to general development of operations on other fronts, with e.g. Serbians, Russians or Saloniki expeditionary corps ready to take the burden of heavy losses and not so favourable odds if Western allies are bearing the brunt of too massive German offensive in France. I think that this kind of programming could enhance enormously the fun and life of a game like this, otherwise at risk of being put in the shelf for being to easy to win.
As former boardgamer I was taught that playing the role of the force historically defeated was a greater challenge, like for instance winning at Waterloo as Napoleon or at Gettysburg as Lee. I would hope that Gun of August be developed in a way that AI is hard to be beaten AT LEAST when it plays as EP and the human player is the historical underdog.


