Computer players don't build enough imps
Load the attached saves and notice the enemy keepers have just a handful of imps, and just one or two mining gems. On the development branch the keepers kept building imps until the creature limit was reached, that was too many, but now it is clearly not enough.

From KeeperFX v0.4.6 r1761 patch, git f465dd8, dated 2015-11-15 20:14:11.
The amount of imps is defined in "CHECK FOR ENOUGH IMPS" in computer player config file.
for example, computer model 0 (computer0) includes a check ImpEngh1. In definition of this specific check, there's "Params = 16 9 3 0". Values are commented there, so if you think this should be reconfigured, you can easily try higher values.
The third param value is a new functionality, just added.
The issue is that imps aren't being build to meet the config requirements. Load the attached save and count the yellow imps: 7
That's less than 9, and certainly less than 9+(5*3). Notice all of them are level 5, so preplaced. The yellow keeper has the create imps spell on this map, he just does not use it.

Can't test this yet, blocked on the original issue. Load the attached save, I killed the imps of the rival keepers and they build no new ones. They both have 0 imps and plenty of gold.

I modified the log to show amounts of imps, and I got:
Sync: computer_check_no_imps: Starting for player 1, digger amounts minimal=0 preferred=0 controlled=0
Looks like new imps are not created, because the config says preferred amount of imps is 0.
EDIT: Oh, now i see... what a stupid mistake. Will fix.
I did not change any configs.
It is fixed in updated r1765, git 13c8094. I used "replace" function, and replaced a bit too much - config wasn't used anymore.
The r1765 in github and lubiki are dated from 3 hours before your comment that you fixed it,... and nothing newer is there. Is this the correct version or should I wait?
As long as git id is 13c8094, this is the updated change.
The commit hash is a checksum of the patch file. it is not possible to modify the changes being made without the change to commit hash (possible only in theory, to be exact).
- Imps are being build again.
As for the new feature, in rare cases it is a nice improvement but I've just frameskipped through a lot of skirmish maps and usually it doesn't matter. Keepers don't reach the number of imps they should build, I think because the money projections say it isn't a good idea to build imps.
Also, for when it does work I think it would be wise to add an additional parameter to limit the amount of additional imps to be created per gem face. I've not ran into problems yet, but if you face 3 keepers with lots of gemfaces you can quickly run into the creature limit.
I will add a restriction which allows the gems to double original diggers limit at most.
Note that if the player has less than half of the minimal amount of imps, money projections are not taken into account - the imps are built if only player has the spell and money to cast it.
Also - when the player gets a temple, he will sacrifice imps and thus get better projections.
I'll look more into the imp sacrificing, because I saw the feature on the change list, and I looked but never saw any imps being sacrificed.
Tweaking the settings doesn't seem to make much difference at all, gold remains low and because of that the number of imps as well. What however makes a major difference is a proxy-treasure room (#204)
On the comparison map I placed a small neutral treasury next to the gems on one side. That keeper quickly build well over a hundred imps (with unchanged configs, so the limit is needed) and managed to train his creatures well beyond the level of the other keeper.
