Frogboy, you really need to stop doing this.
The monsters don't ignore the AI.
There was a bug in beta 3 regarding FOW (the monsters didn't get their own but borrowed the player's which created that issue). But late Beta 3 and now Beta 4 addressed this. As the AI coder, I can assure you the AI gets whacked as much, if not more (because they're not always as careful as they should be), by monsters as the human player does.
I know you're an AI coder. You know your code. You believe in it. But it is perceived as buggy and you take it personal instead of fixing the code or fixing the perception.
What we discuss here might be perception of bugs, not the bugs themselves. It is plain wrong approach to tell your customer and your beta tester that hi is blind or stupid, becuase he can't see the inner working and has a perception of 'monsters ignoring AI' or any other case.
You fight perception with facts, not with statements that are only going to antagonize sides. One side sees the code, but is unable to test all the possible test cases, the other sees the result but is unable to see/understand the code. If you force your will and the perception of buggy AI prevails in the released version, you'll damage your sales, because people will post on game pages, that they told you but you did nothing about it. At the least people stop telling you about bugs, which kinda kills the beta test reason.
In this particular case, the solution to fight perception is to provide the players with information.
It's probably not that difficult to display on the monster stats window with more information
- it's current aggravation level (ie. how much more it will endure before lashing out measure up to 100% - but not rolled, replace it with certainity - if it aggravate to 100% it will lash back, it's impossible to aggravate the monster beyond 100%)
- it's current mood (ie. is it wandering aimlessly, is it seeking revenge, after hero, who claimed it's lair, is it destroying structures, outposts, cities, that encompassed it's lair, is it returing to lair, is it founding new lair, is it spawning, is it fleeing from threat)
It's probably not that difficult to display on the map (when hoveirng cursor over monster), what is it aggravated about (hero, city, nothing at all etc).
It's probably not that difficult to display on the map (when hovering cursor over monster) the aggravation zone (using the ZoC code but allowing overlaps) (along with information on chance and scope of possible aggravation, ie. passing weak army give +5%, passing pioneer +1%, neighbouring ZoC +1%, encompassing ZoC +10%.
It's probably all in the code, all you need is to make that information accessible. And it will prove why that dragon is standing near the AI city (hasn't been aggravated enough), or why the drake is killing your city (because your hero, destroyed it's lair and fled to it). Simple.