They actually did show such tests, or rather, patches
Back a while ago, there was a issue with pathfindimg taking too much CPU and it not pathing to far away objectives, or to jobs, it was a issue that rose when you had a lot of Hearthlings, it was fixed/improved after a little while, and it’s effect was drastic, it may feel like something you can take for granted, but it really was something that was fixed in the more recent time (i think it was this year, actually)
It’s easy to not notice or take note of it simce it feels so obvious, they should do that, they should go there, but it was littered with issues and fixes for a long time, and we barely even notice what happenes in the AI head if at-all
And for the Alpha thing, yes, it is quite slow lately, and i think that’s part due to the team changing up and organizing, but i think the biggest part is the fact that the features we have left for the to-do list, are now mostly majoy features, the Geomancer needs the terrain editing tech, water and agriculture needs the water system to be polished and for tach related to the watering, the other race needs assets and balancing, biome work and design, Seasons are a lot ot tech and design, the Magic is soemthing complicated
What i think happened here is that we managed most of the relatively easy and quick tasks, and now we’re left with all the other massive features we need to cover, i suppose that wasn’t the best pacing on the team’s side sure, but it wasn’t that bad of one either, since we got a lot of features as a result.
What i’m saying is that, it’s different making a knight Arther and Cleric, to making a Water system work, the former is done by the artist and the programmer, and not that it makes it easier, but it’s that its simpler that something like Water or the Geomancer system