Following is a quote from the developers:
I suppose the big question is does the AI cheat? Well the AI doesn’t cheat but it can do something you can’t. It can consider and evaluate more that its current plan.
AI control, an all-new feature in a paradox game but what does it mean
to you? It is quite simple you can take any unit in the command
structure and give it objectives. It will then attempt to achieve them
while letting you know if it has enough resources for its mission.
Well first let’s talk to those of you who feel that they have no
interest what so ever in using this feature. Well first off there is no
need to use it and you are certainly not going to be forced to. However
it is still useful to you, you see it is a rather neat way to test the
AI. The AI is using the exact same system, so every improvement we
manage to make to player control is as improvement to the combat AI. It
also splits AI testing between higher and lower level command. So if a
player using AI control can drive deep into Russia as Germany and the
German AI can’t then we know straight away where to focus our efforts
to get more out of the AI.
The steps to AI control
1) Sort out your command structure. The AI is not going to tamper with
your well-organised command structure. There is an exception to this,
units assigned out of position in the command structure (e.g. a
division under an army or a corps assigned direct to theatre HQ) are
classed as reserves and the AI will freely reassign them to where it
needs them inside the command structure. This gives you a blend of
handing over units to the AI without having it mess things up totally
and at the same time allow you to give the flexibility in the use of
the units.
The same holds true if you reinforce an AI controlled formation. If you
insert the unit in its correct level of the command structure it will
stay put, otherwise the AI will be free to reassign it according to its
needs. Essentially we are setting up a trade off here. The more rigid
you make the command structure the less flexibility you will give the
AI in using it but at the same should you take back control things will
be easier.
2) Assign objectives. Once you activate the unit AI you are free to
assign it objectives. This is a simple right click on the map, telling
the AI these are the provinces we want you to care about. Assigning
provinces you control are those the AI wants to defend while assigning
provinces that the enemy controls will mean it looks to attack them.
3) Set a stance. We have 4 here, prepare, defend, attack and
blitzkrieg. At each level the local odds needed to consider attacking
is reduces and the sensitivity the AI has to its flanks is reduced. At
prepare it won’t attack at all at blitzkrieg it will attack at every
opportunity. The prepare order is especially useful if you are thinking
about offensives. You set the formation over to prepare and give it
some objectives, it will then give you feedback about what units it
needs and start moving its troops into position for a future attack
without actually attacking. Perfect if you fancy getting your army
group ready to attack Stalingrad and the Caucuses. For each stance
above it the AI will becomes more likely to attack. So even if you
order a formation onto the defensive if the enemy ignore it and weaken
the front in front of it then it will try at the very least to improve
its defensive position.
Now should you decide to assume manual control of a unit (say a Corps
inside an Army Group) then this will deactivate the whole chain of
command. Each existing unit will continue to follow its current order
(e.g. move here or attack there) but no new ones will be issued. The AI
cannot cope with human interference of its orders.
Now theatres are a very special animal they have wide area of operation
that they will look to operate in. These are defined by the AI and as
such you have no need to actually use the theatre control option. There
is a map mode that shows you the current theatres the AI would use. If
a player activates a theatre HQ inside a theatre zone of operation then
this theatre will assume responsibility for the whole zone, you can
supply it specific objectives to give to focus as well. It will request
assets in the same way. You can of course have assets outside the
theatre HQs control but it will ignore these when it comes to decide
what it is doing. When the situation changes the theatre map will
change and new theatre zones created or removed. At this point you have
the option to simply split or merge the theatres according the
situation or assume manual control and divide things up yourself.
I suppose the big question is does the AI cheat? Well the AI doesn’t
cheat but it can do something you can’t. It can consider and evaluate
more that its current plan. We don’t consider this a cheat because you
will do the same, it just is able to talk directly to its theatre HQs
to find out exactly what they need where as you guess these things and
then find out when the plan is put into prepare. Even while the German
Western Theatre is off blitzing France a higher-level AI can look at
and consider a plan for the invasion of Britain and start thinking is
this worthwhile, what units it will need, and start building them. How
does this differ from the strategic AIs in In Nomine or Vae Victis?
Well the big difference is not only does it consider other strategic
possibilities, it will also remember them. It allows it to not only
look at the current situation, but also has the situation changed.
Giving it a new level in strategic thought.

