The AI is like all other games of this type. Good for leaning the basic functions of the game but can't handle the complexities of a long war. It does alright if you play only scenarios where the major strategic decisions are already made for it. No one has the deep pockets to fund developing an AI for these type games like they did for Chess. If you plan to only play the AI, the game is going to be of limited use past the learning stage.
So, what would you say are the insurmountable complexities of a long war, specifically the entire WWII ETO campaign 1939-1945? I created the Advanced Third Reich mod for Strategic Command. IMHO, clever use of event scripting and AI scripting that allows for variable triggers and results is fully capable of providing a challenging computer opponent for both Axis and Allies for the entire campaign.
- Variable national strategies for research and production (default, air, naval, or ground)
- Historical or early Axis attacks in the West in 1939-1940
- BEF to France or not
- Germany creation of Vichy France or not, and variable status for French colonies after surrender
- Sea Lion, or Spain, or Turkey options
- Variable Axis or Allied coups in Norway and Yugoslavia
- Axis and Allied support for North Africa operations, and transports for reinforcements
- Historical or early Barbarossa in Russia 1941
- Variable Axis and Allied offensive emphasis in Russia (North, Center, or South)
- Allied invasions/transports for North Africa/Sicily/Italy 1942-43, depending on French colony status
- Early D-Day in France 1943 or not
- German "Fuhrer Bunker" transition to defensive in 1944-1945
I don't exactly have deep pockets for my efforts, but I had motivation to develop my A3R mod and plenty of patience over the past 10-15 YEARS as the Strategic Command series evolved and I was able to keep getting closer to what I wanted. And I will say that it does take a lot of time and effort for both the developer to keep improving capabilities (something Al will keep working on) and the modder to keep up and continually improve. Anyways, FWIW, my A3R mod has all of those things I listed above, which makes playing an entire campaign game challenging and different each time, for either side. My A3R mod v1.3 for SCWWII:WIE is in pretty good shape these days. I may tweak it some more for v1.4, when I get a chance.
Bottom Line: When I hear criticisms of "all other games of this type" blah blah blah, I politely disagree. For WarPlan, Al has a pretty good start on things based on his similar experiences with SC mods and I expect the WarPlan series will evolve nicely.