Pfeffersack
Deity
I really had hope for a moment that I would see the AI the first time using Cultists like a human players do...
They surrounded a city with already weakened loyalty and no quick recovery for two turns...
...only to disperse then again
No idea what causes the AI to act like that after the really promising opening. Babylon is at peace with Mali (they are even allied, but AFAIK that doesn't prevent Cultist use, right?), the Spanish they are at war with can't enter Mali territory to harm their cultists (so no need to flee) and even the Mali action of putting Victor in the city is no good reason for the inactivity between 1st and 2nd pic and aborting the operation - if Babylon would have just used their Cultists consequently here, they could have suceeded. And as shown above, the AI can now use their loyalty reducing ability (see my earlier post).
Attached is the save where the 1st screenshot was taken from; ending the turn twice should cause the AI behaviour described here.
They surrounded a city with already weakened loyalty and no quick recovery for two turns...
...only to disperse then again

No idea what causes the AI to act like that after the really promising opening. Babylon is at peace with Mali (they are even allied, but AFAIK that doesn't prevent Cultist use, right?), the Spanish they are at war with can't enter Mali territory to harm their cultists (so no need to flee) and even the Mali action of putting Victor in the city is no good reason for the inactivity between 1st and 2nd pic and aborting the operation - if Babylon would have just used their Cultists consequently here, they could have suceeded. And as shown above, the AI can now use their loyalty reducing ability (see my earlier post).
Attached is the save where the 1st screenshot was taken from; ending the turn twice should cause the AI behaviour described here.