Hey, this is not much of a feedback, but just wanted letting you know I've for the first time played Feudal Japan all war (by editing all relationships to default war, so there is no politics) (you can see the edits in the Levy Initial Units phase), with also my usual addition of +2 castles in each capital (kinda needed, really).
It's the 188.8.131.52 release (13066) (we played live in the lobby).
In this game, that lasted until round 18, none of the 4 players even get the chance to come next to each other, nor on land, neither on sea.
Eventually, I won because everyone else got stomped by the AI.
The first human player to become history was Yamana, stomped by the AI on round 9, despite the fact that we edited him back 3 daimyo (!!!) on round 3 (he lost the first 2 on round 1 and the last one on round 3). Obviously, he was a noob.
Then, it was the turn of Ryuzoji, stomped by the AI on round 12. An average (maybe good) player, but inexperienced on the map.
Then, the AI partially stomped Chosokabe in Iyo on round 18, and that player surrendered, ending the game in my favour by survival.
And we were not even playing with any AI bonuses at all! As you can see, I've dumped all the flags into the "Human Players" box (that is how you avoid anyone getting bonuses).
I'm Hojo and, at this point, I think I should (very) slowly but surely conquer all Japan, as long as no major mistakes, but Shimazu might have a chance of snowballing out of control (I might keep playing the game against the AI, to see how it goes on).
So, while the AI, apparently, was more successful than most players (as said, this is 100% fair, as the AI didn't have any bonus at all), it still did some major mistakes, that I wish to highlight:
On round 1, Uesugi attacks Kokuze, putting itself in a major dead zone, basically easily losing its own game on its first move. I actually attacked that AI player in that zone, on round 2, but only to strafe it, to damage it and, therefore, oblige it to turtle for the rest of the game, as, then, Date, would inevitably be next to its capital. Anyways, that was a very bad decision to take, and the AI does it quite often: attacking the "neutral" player just to end up in a zone where to be attacked at huge TUV loss (eventually, Uesugi fell earlier than I hoped, to Date, hence I'm not sure that strafe was a good idea, but ended up being manageable, mostly out of major misplays from Date, as well).
On round 12 Date attacks the "Neutrals" in Etchu, which is itself not something terrible, as it loses 5 ashigaru in exchange for getting an easily defensive 3 production territory, opening up to two other exposed production 3 territories, but, at the same time, it also attacks Kozuke, on a 88% battle, that would be very bad if failing and not much better if succeeding, as I've my huge stack nearby. That is the single move that spelled the fate of Date (if the game would have lasted a few more rounds, I would have got Date capital on a 100% on dice). More in general, I believe the AI displays an excessive tendency to attack those "minor clans". I don't recall if the logic to see and deprioritize players having no combat move phases is already there in the release or not? If it is, it is not working enough.
The castle are really good units here, combining each one with 3 ashigaru (as you can see, I consistently bought them), but the AI never buys them (I know, immobile units, it will be needed to see what 2.0 does here).
The AI seems unable to see the basic importance of the ashigaru units, buying too few of them and, consequently, having way more units able to give support than units able to receive support (needs some logic giving value to the ability of receiving support maybe?). What I suppose the AI is missing, here, also, is the importance of the Daimyo "infinite" bonus. Since that raises of 1 the power of each unit, it follows that the ashigaru are really much better units than basic stats, because that is double power for them, while much less of a bonus the more the units themselves are powerful. The AI doesn't even have a placement excuse for this, as here you can place anywhere (each territory has an invisible factory unit).
The AI very rarely buys cavalry, despite this being a fairly good unit. If you look at the stats and compare it with samurai (that the AI buys more frequently), you can see that if a samurai costs 6, the cavalry may cost 7, if it would move 1, thus it is only overpriced by 1, in exchange for the movement 2. I don't buy cavalry often, either, but it seems the AI almost completely refuses to buy them, and that's too extreme.