I don't have MoO 3 yet, but I can tell you that an AI should be better at micromanagement than a human, because micromanagement is just juggling numbers. The difficulty is in getting the AI to share your goals. For example, say in a game of MoO 2 that you're short on food. An AI should have no problem looking at your entire empire, and finding the population point to shift that causes the least loss to your industrial/scientific capacity. It might even decide that multiple shifts in both directions will increase both food and industrial capacity. The problem with this theoretical AI is that all it is doing is micromanaging, it doesn't see the big picture. Maybe you want the extra manufacturing on planet X even though manufacturing isn't particularly efficient there because you're expecting an invasion.
From what I've read here, understanding how to set the AI goals seems to be where people go right/wrong in dealing with the helper AIs in MoO 3. What I'd like to see on MoO 3 isn't another strategy guide (though I appreciate them
), but a "How to get your Viceroys to do your bidding" guide. Or maybe "101 things not to do because your Viceroys
WILL[ do something bad because of carrying out implicit orders."