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AI generally tends to always get heavier vehicles because there's really not much downside to that and I want it to use all of its resources (so spending fuel). Of course the downside is if it's like a chokepoint map where it just feeds the vehicles... Maybe one day I'll address that but yeah.
There's a lot to that stuff, I'm trying to make sure AI uses pretty much all units that I've implemented at least in some situations.
The numbers are kinda magic, it's really hard to balance them or know precisely how they work together, so it takes a long time to truly figure out great balance, but yea I've not been tweaking them too much for a long while now, I am pretty happy with where things are.
Some of the numbers don't scale linearly such as how it scales its AT defenses and especially how it counters the first potential enemy armor.
Maybe something people won't expect is that there's an archetype for rushable units, so in some cases it will just opt to rush the defensive setups, and of course especially stuff like snipers.
The ability avoidance timing is something I have to define by hand, so I am guessing halftrack barrage numbers aren't setup correctly. Needless to say it's pretty annoying to choose those numbers well because it's hard to account for barrage distance. I'll take a look.
The reason you're seeing AI build a lot of team weapons is because it thinks these are the types of units that will beat you, in normal circumstances it makes a pretty varied composition that's pretty similar to what you'd see a human make.
Seems like you're playing very static, so of course AI will build up a large force of units which will be able to destroy emplacements, bombard you.
It has memory of where it saw units, so especially for emplacements it will keep bombarding, but even vs team weapons and rarely vs normal units it will bombard into fog of war if it sees its opponents hold the same positions, and especially if they're clumping up.