I did a human_ai Germany, and by 1939 they have France, Belgium, Netherlands and Poland occupied.
But completly failing in 1941 against Russia.
Why:
- The AI did not build any synth factories, running into a huge rubber deficit
- Build Battleships
- Build Strategic Bombers
- Unable to build enough Fighters due to rubber deficit: None were build after 1940, and the 600 fighters "airforce" was completly wiped out but a few CAS.
- Unable to defend the coast, huge landing in Belgium
- Big destruction of industry. Resistance? What is that?
One thing I have noticed in 1.3.3. vs 1.3.2 is that AI Germany is no longer producing enough for a long war. If you watch the AI production screen for Germany you can see it ramp up production lines for a few months and then bring them down to focus on the new thing that has the highest deficit/need. For example :
That's January 10th, 1936. It's putting a high amount of MIC's on light tanks. Which honestly is fine, if that's part of the long term strategy/plan of the AI. Like for example if the AI was doing this because it wanted to produce 6 more divisions of light tanks for a war in late 36, or early 37. But since this is a historical game, does it really need to put so much production on light tanks this early?
February 10th, 1936. The AI has added a second line for light tanks, and reduced Infantry Equipment by a little more than half. Again if there was a reason for this, like AI Germany planning for an early war, then great. But since war is 3 years away, perhaps it should be a bit more reserved and balanced on production priority.
May 10th, 1936. The AI is now spinning down production of light tanks and putting the MIC's in to Artillery. It is pulling MIC's from line 6 which has the most production efficiency for producing light tanks, while leaving Line 1 that has the least production efficiency for light tanks alone. It has also added an MIC back to Support Equipment, but now with a bit of inefficiency.
May 22nd, 1936 : AI continues to pull MIC's from Line 6 Light Tanks to fund this new demand for Artillery in line 5, while leaving Line 1 light tanks alone. This effect where it ramps up and down from 1936-1939, without planning for a long war, and pulling from the most productive lines, as well as pulling from lines only to put them back a month or two later, is what is responsible for the equipment deficits come in 1941.
Your comments regarding the lack of rubber and it's effects on AI industry are right on.
AI Germany does a decent job at using trade to fill in deficits, I would argue it's not worse than 1.3.2. In 1.3.3 AI Germany now builds around 4 refineries by late 1940, around 2 by august 1939, with a third usually in the queue. In 1.3.2 it did not do this, so it's actually generating more resources/rubber than in 1.3.3. I really think this all boils down to the new production priority AI. Looking at the Guatemala game in 1940 I think these screenshots below provide some insight.
So we have a 25 rubber deficit. Motorized is the 1st priority in the build queue consuming 12, then it's aircraft after that. My question is why is the AI Prioritizing motorized?
And the reason why is because it doesn't have a surplus, of anything really. If the AI's production priority logic is not setting production targets higher than existing divisions, and divisions in recruiting, it's doomed to fail. Typically in games where I play Germany, I have plenty of reserves built up for Infantry Equipment, Support Equipment, Artillery and Motorized. I plan for it in 1936 knowing that I'm going to be adding support divisions and that war/attrition is going to consume them. But as I've been seeing the AI's logic is far too sensitive and reactive to immediate needs, without a long term plan / baseline for the equipment it should have by 1940. It's not balancing short term and long term production goals.
Japan on the other hand could be a different matter, I don't play Japan since pacific theater / naval combat is not interesting/appealing enough for me. But with Germany I can confidently say that one of the major issues for them is that AI logic for production is only focused on immediate need/use without balancing/planning for long term production targets. But this issue is multifaceted, where some things are probably amplifying the harm/weakness. For example, I have not taken the time to watch the construction logic. It might be picking low infrastructure provinces over high infrastructure provinces for CIC's, MIC's, refineries, etc... But looking at the save games, it seems to max out the highest the infrastructure areas. So probably not that big of a deal. On the other hand the issue of pulling MIC's from the most productive lines, is amplifying the production deficits. But again how much is that accounting for in terms of total production output, 5%, 10%, 20%? Hard to say without some serious number crunching.
EDIT: In addition I'm going to play a normal/regular difficulty game up to July of 1939 where I play the game like I normally would (probably not change the trade policy), and then hand it off to the AI to see if it does any better with Russia in 1941. If it still fails against Russia, then there is probably another issue present in this version that we may not be talking about.