I think a good idea would be to disable cheating at start so the player has a chance to build up, enable it after some time (when the player builds up and starts outperforming the AI), and then disable again if its economy is significantly damaged (for example, more than 2/3 of its villagers are killed), it could even be reenabled if it recovers.
Anyway, (hopefully) last couple of questions:
-I want the AI to target specific players (humans and other computers), shift their targets throughout and also target two players at the same time equally, are there any commands dealing with this?
-There are two computers in close proximity (one immobile, other active), the active AI should defend its immobile ally as it would defend itself (with town-size). I imagine when attacked, the immobile AI would send signal to active AI to trigger the town-size attack, perhaps even possible through triggers AI signal - AI script goal?
Jan dc, I noticed the AI from ai builder has some trouble attacking the player, and it doesn't follow the group sizes I set (only attacks in small squads), also, one of the ship groups just sailed through whole map and didn't attack.
Again, thanks very much for your help, the aibuilder is a wonderful tool, it covers most of the average B&D scenario needs, now I can't imagine writing all the rules for 10+ AIs by hand