Yes in base advciv it is precisely what it it very frustrating for me, like the game was tough in monarch/emperor, then they'd do something MASSIVELY stupid, like abandon >80-90% of the units guarding their strong capital, to be totally exposed on a roadless tile, with my 25+ stack of cataphract that was incoming and that can now freely nuke/ambush them or simply ignore them and capture their 3 unit guarded capital, and many other such blunders.
I don't think i fixed all such issues and i didn't especially test it, but in theory these specific issues should happen a bit less in my mod.
But point is yes, after that game was massively less challenging, it's in fact one of the main if not the main reasons that pushed me to develop AdvCiv-SAS xd
When i was playing regularly advciv, around turn 150-200 is where i would quit games as i was ALWAYS in one way or another ahead and it was just already decided for most grinding to actually finish it.
But in my mod? You'd better stay tense till you win xd, i mean it's not perfect but a long way from how it was xd, stay on your toes if i may say which i think is exciting but very frustrating if you just want to coast easy as i thought i could after i had a decent production and a 10 reserve romaing stack xd, nope it wasn't won nor safe actually, real challenge xd and lesson learned, but for now i'd rather look at players that aim to try the challenge xd, will see if i actually play it
About caesar and such, they are surprisingly weak in base advciv as well for some reason, i made sure to boost their buildunitprob as well as of other leaders for accuracy, see (
leaders (ai) note in my very quick get started guide) for details hehe if interested.
If you're into minmaxing and hard opponent and want to perhaps try my mod please tell me how it goes, ideally if you have video even better if not screenshots or textual feedback is fine too i mean, if not and you know someone that tried it please tell me as well how it goes/went, in all cases thanks i mean anyways etc
edit: about identity/character, yes too i mean, i didn't go out of my way to erase their base preferences or make them ultra efificent, most of my changes are more like pre-filters of: "do this / keep doing this as long as it doesnt harm you, else do that rather in such cases" (that happen to be quite often, but differences between leader profiles should still exist although a bit less than in base advciv due to the more focused mindset (gandhi may go miltiary for example xd if circumstances dictate for it or/and it is the best play (say he has a nice land and high unit count or is ahead in tech or whatever, it did happen in autoplay although justin superseded him in the end if i am not mistaken but anyways etc), all in all i kept some flavour.
But more generally for the how ai should be question i'd say that some identity is still nice, just they should ideally not play stupid or obnoxiously so and then fine, so i didn't interfere too much if a leader prefers canons vs say mix of grenadiers or muskets or whatever (in fact i didnt interfere at all, only the global strategy i adjsuted rather no expansion if in danger, no naval units if threatened, more like hard rules / pre-sets in my mod for as effective as they are which is not always so but often enough i'd say/guess but test to be sure interested i mean but anyways etc))