I thought this was worth highlighting. Definite improvements to the amphibious assault portion of tactical AI.
1) Good use of the island up north to weaken any naval forces I bring to bear.
2) Nice use of melee on the west wing to protect the land cannon.
3) That knight on the right is a bad move, I have too much ranged firepower and I'll mow it down quickly. If he had brought his brother knight from the north at the same time it might have had some effectiveness, but realistically there should not be any incursions around the city until he's softened me up more, that trio of xbows + city will basically take down anything that lands in the immediate vicinity.
4) I do think this invasion needs a bit more troops to start. I think that's the biggest aspect of amphibious that took me a while to learn, and the AI needs to learn it to. Unless you have a beachhead to work from (like a friendly CS)...if your going to land, you have to land BIG. As soon as you land several of your units are going up in smoke, so you have to land on enough beach to spread out the defender's damage, and ensure you are going to kill units on your first strike. If you can't do that, the defender will just chew you up and spit you out.
Edit: And now a few turns later
The AI did land his second knight on the east side, and as expected I blew those 2 away. However, it does seem to be focusing forces on the left side where I am weakest, a good sign. He had a trio of galleassas protecting this fleet but I took one out, if he doesn't bring some more naval support soon I may take out his remaining fleet, so we will see.
However, he is definitely bringing a bit more power to bear which is great to see.
Edit: And the next turn
Excellent formation here. The AI did push its troops to the southwest. The trio of cannons in the back are a nice fortified line, with knights to provide frontline meat.
The danger here are my caravels, ideally the AI once to take this out to control the sea and allow for continuing reinforcements. It should be able to take out my northmost caravel with cannon fire pretty easily (that one killed a key caravel so I am willing to trade it). Then we will see what it does with its Galleasass, it should pull them back away from my caravels to allow his land forces to deal with my ships...otherwise I may be able to snipe them, and retake control of the sea.
I am doing a strong buildup of musketmen now, so we will see what the AI does...
EDIT: Next Turn!
Ok, here the AI falters a bit. First, its pushing its knights out aggressively instead of keeping them close to the cannons. Effectively the AI needs to change its mentality to a "siege posture". Its got 2 cannons on a weak coastal city, with a 3rd ready to take over if one gets wounded, this is a solid position, it now needs to hold this. Instead its squadering its melee protection with pushes. Those knights are dead, and its going to cost the AI.
On the naval side, the AI snagged 2 of my caravels, which at first seems good. But its left that Galleass completely exposed. Not only will I be able to hit it from land, but my finishing caravel won't take any retaliation damage. This is dangerous, the galleases offered a lot of flexibility to support the land, and without the threat of it, my remaining caravels are going to dominate that open ocean.
As expected, the AI is crushed, the meat line was removed, and with that my musketmen have no fear of the cannons, so they begin the assault. It also brought another galleases near the cannons, which was an immediate snack for me.
The mistake was both in pushing with what melee it had, and not bringing additional tercio support. Skirmishers would be great once the beachhead is established, but they aren't going to tank well for your cannons.
So decent try AI, better luck next time.