From: Boise, ID - USA
ORIGINAL: John Lansford
That I have been able to find out so far (and none of these have been confirmed by the devs):
1. Unlimited torpedo sorties from Carriers.
2. Unlimited aircraft production (for Allies also).
3. Instant 100 planning points for any target.
4. Absolutely no restriction on being able to move around troops (ie. any unit can be loaded and shipped across the Pacific regardless of its HQ).
5. Even on normal settings, the Japanese AI gets huge bonus's to production. For instance, my game is half way through February 1942 as the Allies. Japan has lost about two or three hundred AK's to surface raiders - mostly PT's and DD/CL combos. When I load up their game, they have almost no ships shipping resources to mainland Japan. However, they have three bases in mainland Japan with 999,999 resources, and all the others have well over about 500,000 resources. Again, this is on 'Historical' difficulty setting.
6. They can launch Betty/Nell torpedo sorties from just about any airfield (though this will be addressed in the next patch).
7. I dont know whether you want to call it a cheat, but the AI instantly knows when there is adequate CAP over a target. They will pound, say, Darwin relentlessly with their 2E bombers but the instant you move fighters there, it stops. And I mean the instant. They may start coming back, but usually it wont be until they have fighters or for some time.
Thats all I can think of off the top of my head.
But the question in the end is: Does it matter?
In my book, no. Make the AI tough and challenging. If the game was designed from the ground up by the AE team, this could have been accomplished without allowing the AI to blatantly cheat against fundamental game constraints. But since they had to made do with what they had, letting the AI cheat was necessary to make it more challenging.
So again, I dont have a problem with it - mostly because playing any AI in anygame puts me to sleep when compared to PBEM