ORIGINAL: Joel Billings
We have removed combat cheats from the hard level. At the "historical level", the AI has a few rules it does not have to follow (due to it doing things differently than the human player. At the hard level, it gets various benefits like increased production, better pilots, etc., but it does not get a combat formula cheat. At the very hard level, it gets everything at hard level (sometimes with more benefit) and it gets some combat cheats (but less than in UV). I suggest everyone play at hard level after their first game (very hard once you really know the game well). You will not notice the benefits the AI gets, but it will help the AI out. The AI does not get smarter at any level. These games are so complex that the smartest we can make the AI is still dumb compared to any decent player after their first game.
Well, that's kind of what I was afraid of. The AI just gets more and better stuff at harder level. Too bad, really. Not everything that makes an AI better has to be hard. For instance, instead of having one broad, general strategy with generally fixed reactions to the typical things a player does, one can randomly choose from about a half dozen quite different strategies.
Take the Japanese attack strategy after Pearl Harbor. One AI path follows the historical path. Another forsakes a drive into the Solomons and New Guinea and puts everything into Burma in an all out attempt to take India and force the British complete out of the game. Or China. Or another that attempts to actually take Pearl Harbor by stealing divisions from Manchuria that were just sitting out the war watching the Russians. And so on.
Maybe on the harder level, the Japanese simply get even more aggressive with their carriers and spend much of the last half of 1942 hunting down what's left of American carrier force, sink it, and then attack Midway and actually attempt to take Pearl Harbor using their entire carrier fleet, before Amercian production kicks in. Or hard level strategy II is to take Australia. Maybe the Japanese actually switch tactics at harder level and attack American transports in force. Different sub deployment strategies, etc.... Basically simple stuff. Tedious and time consuming programming, but not particularly technically difficult, requiring Doctorate level theory.
And a random set of shorter term tactics instead of the same general tactic every time.
I'm willing to bet there is not a dedicated AI developer on this project. One who's sole purpose of employment is to create the AI. A game this grand seemingly would have warrented as much effort put into the AI as was put into the historical accuracy and combat resolution engine.