...Sometimes, the AI doesn't guard its cities well, especially on big maps and late game when units move fast because it thinks that that city is "safe". On smaller maps, it does a better job guessing where units might be.
Perhaps this is where a 'good cheat' can come in -- give the AI a break on garrisoned unit upkeep costs so it builds then garrisons more units in their cities, so AIs don't need to monitor when/where enemy attackers are. Or possibly just give the AI more/better default militia units (increasingly more as difficulty level and/or map size increases)? It's an inelegant solution, but a 'quick' and low overhead fix.
The AI also does cast strategic spells. A lot. Especially in v1.1. The problem is that it doesn't notify the player and this gives the illusion that it's jsut not casting. We need to give some visual indication that a unit has been cursed/slowed/etc. on the strategic map.
I'm heartened to hear AI is casting strategic spells. I've only seen 1 (winter) and only noticed it because I happened to be looking at a city between turns and noticed a white swirly effect and then noticed for another city the city build option was greyed out, and hovering over it there was mention of the winter spell. I looked in the city details page (where we can see what spells we've cast on our cities, etc.) and there was no mention of any deleterious spell effect.
We get a summary of events when a turn starts (unit completion, war declarations, cities taken, etc.). Including strategic spells cast (not just the ones cast on us, but cast amongst the AI -- they are strategic and our Sovs could notice them, plus we're notified when AIs take each others' cities) to the turn start notifications would be nice.
The AI does use the concept of army groups (this is something I never got into GalCiv). That is, it assigns various armies into a particular geographic group and will assign a group, prior to going to war, to head near the border. Unfortunately, I have not found the results of this algorithm to be particularly effective (i.e. it needs work).
The army groups must be getting 'lost' in my games on large and xxlarge (ecomental's great mod) maps.
I'm wondering how you're doing this. I see various possibilities:
1- AI decides to warDec, makes warDec, then makes an army (I see armies comprised of melee and ranged, so I'm assuming you're not just throwing together whatever troops are nearby, but are intentionally constructing armies -- very nice!), then send it off.
2- AI decides to warDec, makes an army, makes warDec, then sends army off
3- AI decides to warDec, makes an army, sends army off, waits a bit, then warDecs
4- AI decides to warDec, makes an army, sends army off, waits until army reaches its destination just outside target city, then warDecs
Option 1 is least 'effective', taking the longest time between warDec and their army arriving and attacking, option 4 most effective. Option 4 guarantees an attacking army will be ready to go at warDec time, option 1 has the least guarantee and the greatest chance of the army getting 'lost' (increasingly so as map size increases).
If you don't want to use option 4 for all cases, then perhaps use option 1 for the easiest difficulty setting and/or smallest maps, and option 4 for the hardest difficulty settings and/or largest maps (and scaling between of course).
All I can say is, if you're playing on bigger maps, I haven't forgotten you.
Thank you!
The AI continues to get worked on.
Thanks you again! I much prefer DLC/expansions work on AI than on map packs/etc. (in case you're polling for ideas on what to include

)
Writing AI is a tricky business as you can imagine.
Not only 'tricky' but time-consuming. We're patient (heck, pre-ordered WoM what -- 3.5 years ago?). It's been a long wait, but worth it. Waiting for the AI to continually improve over time is also worth it.