First, and most annoyingly, I find them constantly neglecting obvious treasures around their capital city and in their own territory. Free stuff, so why can't they be more focused on getting it?
I do believe that this was a design decision to stop the AI from being too efficient from taking these goods. They toned the AI from grabbing everything in sight so it leaves the player with the ability to find goodies later in the game. (But that was a long time ago when that was discussed. It could very well be an AI error)
They tend to settle on the good, but not best, squares.
This one is a difficult one to say a comment on. From the human perspective we can decide what squares are better rather quickly and in each circumstance. There are times when choosing the numerically best square is not the "best" square on the plot.
Should the AI settle quickly if they notice another player nearby or monster to have a city in the location and beat you to the spot (I've done this to the AI), thus, it would be better if the AI did settle quickly if it were a pioneer race.
Should the AI settle in a spot that will cause a chokepoint in the land preventing the Human player from entering a particular area unless they have an agreement or are at war. This may lead to a sub-optimal spot, I've done this as well, but not always.
Should the AI settle in the best spot next to a dragon, or settle in a spot that is a few spaces away so the level 1 town will not intersect the dragon, but a level 2 town might. I've chosen he sub-optimal part (which leads me to say that the auto-build should take into account the immediate border expansion into account and choose not to build in such a way to ensure the border doesn't include a monster. Unless there is no choice, then choose the monster of least damage potential)
Should the AI settle in the best spot if it is next to a wildland. I surely wouldn't unless it was on the side of the land and not at the entrance... some wildlands have distinct entraces.
Each of these scenarios leads to the problem of evaluation by the AI, it becomes difficult to classify some of these objects in terms of a decision process, like the "entrance" to a wild land. I could redesign them and the AI will now have to relearn that wildland that I created, but each time it is entered into the game. Not something that is worth the time to figure out for one, and implement for the other.
What would constitute a chokepoint? a player could easily cast raise land around the border and still get around, but in a chasm that is not an option. Leads to rather convoluted decisions to be made there as well.
In all, I would prefer the AI to settle on the best squares, but the good squares are decent enough for me.
They don't seem to be participating in quests. Am I wrong?
Yes you are wrong. They do participate in quests, if the quest doesn't have the tag that forbids them. But they also, do not encounter the same quest that you do. For example, they do not fight any of the monsters or do the encounters in the quest. Kind of hard for the AI to read what everything is saying and guess at the consequences. Thus, it does a random role based off the spawn rating (I think) that determines if the AI was successful at that particular quest. This leads to the extra problem that the AI doesn't get some goodies that are provided in the quests.
I would like to see the AI, do a little more with questing. But that might be a little too much to program. It would probably require that the quests all have to have an AI scripted quest line, so if an AI encounters the quest, the "AI" quest portion is streamlined for the AI to follow. This would redefine the entire questing system, but it is not unforeseeable change.