I actually think coding the AI for my scenario is easier.
You are wrong. You are moving from P to NP here. NP problems are bears that suck down cycles. To put that another way, as the number of things the AI needs to consider to predict the value of its actions rises (e.g. number of enemies, terrains, etc.) the computational time required increases faster than polynomial time (e.g. exponential). Just about
anything involving pathway runs into the dumb or clock cycling burning problem - pathing is trivial for humans and dastardly hard for AIs. Do not
ever make a new pathing problem for trivial gains.
Right now if you want to teleport a good siege leader deep into enemy territory , you detach a single regiment from your stack , occupy unfortified province next door and bingo, that regiment can now receive a leader. Not sure the AI knows how to do that or can be coded to exploit that.
This is literally a 10 line or fewer thing to code for the AI:
If you have siege general you want to move in then
{check the regiment won't get slaughtered (check enemy armies in all "visible" provinces if they can intercept)
detach regiment
move regiment
assign general
move general & regiment back
Now compare that to your world. In your world the AI has to do all of that
and also check contingencies that arise from shipping off a general with perhaps a year round trip turnaround. Moving generals to India isn't just a matter of getting a general where you can teleport safely, it is also wondering if Brazil will need the general or if Holland will. Likewise, sending a siege general to India means that you need to consider the utility of having a fighting general there if the siege might be contested and every other possible use for the fighting general. My setup literally requires checking maybe 5 adjacent provinces. Yours requires checking
every province in the game that the AI owns. Every plausible outcome of every plausible permutation of human/AI behavior.
The change with CS to province occupation makes teleportation abuse so much easier to do than before .
Bullocks. CS makes it harder to abuse this. Think about it. Before the AI did not get a chance to update its generals until it sieged something and it needed to use hunter-killer armies deep in your territory. You could easily bait the AI all the way to Eastern Siberia.
Now if you let the AI dwell in any province outside of a fort for a month, they can reset their generals.
Making it easier to move generals, makes the AI better. The humans will always see the patterns and know "this army will need this type (or any) general, that army will need something else". We don't have to search a lot of stuff because we are extremely skilled at high level pattern recognition. AIs are complete and utter crap at it. We can dismiss 99% of possible states as not likely to be useful, the AI needs reams of heuristics to do that.
Making the mechanisms more difficult handicaps the AI - always.