Therefore, I ask everyone who isn't too lazy to share their gaming experience (or purely analytical reasoning) on how to replace or enhance the AI on a map with many scripts,
without directly affecting the AI (i.e., without setting priorities or similar, as the authors of Single-player scenarios do, which my map is not).
It might also be good to use MakeHeroReturnToTavernAfterDeath, or something like that. So that after losing the main hero, the AI doesn't become an easy target, but remains some kind of threat. Although this function can be a bit annoying if it happens several times.
For the price of 50 resource units, get 5000 experience or 10000 gold? -> The average level of all heroes on the map is calculated; if the AI is behind, it gets experience; if the AI is not behind and does not have a leading amount of gold, it gets gold.
That is, I'm saying that for a human opponent, there is no difference whether the AI actually levels up on quests or simply has a head start.