The AI is still more on the placeholder side of things, although they have done a couple passes for it. I've noticed that aggressive builds more ships first and defensive appears to spam planet defenses. I'm not sure the research/economic do anything unique yet.
In RTS games overall, or at least the ones I've played, once a player "get a foothold" it is always straight downhill for the defending player. RTS games have that as a weakness (snowballing).. I'm not sure how the AI would be able to counter that?
Identifying choke points may be a bit difficult, especially if planet orbits is turned on. However, it may be possible to bias the AI to buffing it's defenses over "key" planets first such as homeworlds & planets with either artifacts or specific planet bonuses (inherent research, extra planet slots, or something silly like space ponies).
It'd be cool if they set it up to bias the unit/component compositions by AI behavior types, after they add whichever systems that are still missing from the game? A couple examples of what I'm getting at are:
- Economic TEC > max tradeports, bias towards akkan, starbases have tradeports, builds 1 exotic refinery/planet after tradeports maxed, diplomatically is the easiest to cease fire/ally.
- Defensive TEC > bias towards garrisons, starbases have factories, ships prefer components that improve durability/survivability, maxes starbases in each gravity well, difficulty to ally but easy to cease fire
Getting the AI to mimic top competitive players is a bit of an expectation, but getting it to behave in accordance with it's flavor settings should be viable. Same as for using faction-unique capabilities (It'd also be nice to see Vasari AI jump their starbases around, or to have TEC-loyalist AI build both starbases. Seeing a fully planet-less Vasari Exodus AI would be cool too.). Eventually, it'd be cool to see defensive AI who are allied build starbases at each others worlds as well as build other remote structures at stars or other uncolonizable locations.
If the AI isn't fully opened to us, it'd be cool if we could at least set biases within each player file by AI behavior type. I'm more bothered that the AI tries to play every faction the same (at least it felt like it did in sins:rebellion, for me)