The strategic AI is controlled by scripts. The script sets an objective (typically a base or set of bases) and gives the AI a list of asset types and quantities needed to attain the objective. Each script has a start, which can either be a date or it can be triggered by the completion of a different script. The script finishes when the objective is attained, while most include an alternate which terminates the script based on (usually) a date. I'm generalizing to some degree, but that's roughly how they work.Bella wrote: Sat Mar 09, 2024 3:41 pm By letting them take Canton, it helps the AI? It’s a big thorn in the Australia convoy chain if it goes ( and was not historically taken). I suppose you mean to pump up the AI with as great a potential as possible to make the game more interesting. Maybe next game, when I know the ropes better. Right now I just want to win. I’m still trying to figure out HQs……
When the AI is trying to take Canton Is (and failing in your case), there are other scripts which are waiting for that script to complete before they can activate. Usually there's a fallback option, but that will take time to activate and as a result, the AI's failure to take Canton is having an effect on your game. Not only is the AI losing assets as it fruitlessly tries to complete the script, but that also keeps it from moving on to other activities, and thus - in reality - making your game a little less interesting.
And really, what are you losing if the AI takes this objective? Why, an excellent opportunity to develop your amphibious invasion skills at an isolated location, far from other AI controlled bases, and thus almost completely absent of real risk. Better to make your mistakes there rather than the hornet's nest in the Solomons.


