Thank you for playing! and ugh I know what you mean about the AI. At some point I think I wrote the worlds least optimal function but didn't have time to track it down. I think it's related to pathfinding over long distances. Optimizing that is the next priority for me.
Ok it turns out I had the animation delay for every actions cranked too high. I haven't landed on a perfect solution yet, but wait time for AI turns is significantly reduced now. Thanks again for pointing that out.