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We are propping up the AI with workarounds.

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Jewill

The map features a sufficient number of activities implemented through scripts, the result of which is the player gaining a certain advantage: resources, experience, and other benefits.
Naturally, the AI will not be able to use this functionality, hence (based on some tests), it starts to lose badly at any difficulty level below Hero.

If you mean new buildings (dwellings, treasuries, etc.), you can assign a priority for the AI to visit these buildings using the SetAIHeroAttractor and SetAIPlayerAttractor functions. For example, if it's a treasury, there should logically be a check to see if the visiting hero belongs to the player or the AI. If the player is human, a QuestionBoxForPlayers is displayed with an offer to fight, etc. If the player is AI, then a simple reward and experience are given without pop-up windows or a battle. Let's say an experienced human player can take this treasury on day 20. And if the goal is a strong AI, you can set a priority for a hero of maximum level to visit this treasury on day 20+ using the SetAIHeroAttractor function, where he will come and simulate clearing it (but in reality, he will get the reward for free).

Added 10 minutes later
If priorities are not an option, you can always write a function to simply give n units of army to a hero of maximum level.