After beating numerous AIs on Very Easy difficulty without much issue, I decided to try out the next step up in difficulty... and I find the difficulty jump between Very Easy and Easy to be way too big for my liking, as while I didn't have much trouble singlehandedly taking on 4 Very Easy AIs (at least for a beginner to the game), I keep getting my butt handed to me by the so-called "Easy" AIs. I get that AIs need to incorporate new more advanced and effective gameplay habits as their difficulty levels increase (like expanding early and often, retreating damaged units, going through the extra effort of protecting mexes and workers from harm, increasing the size of raiding parties, switching from using ground units to using air units, adapting to what the player has, etc.), but not too many steps at once, especially on the easier difficulties.
Anyways, this is what I'd imagine a player-friendly well-designed AI would probably do based on their difficulty levels:
Super Easy: (The pushover who doesn't know how to play an rts game, let alone the game's mechanics, though it still tries to send units to attack to keep games interesting)
- Plays the role of a dummy player, who's only objective is for new players to practice the basics of rts games with
- Doesn't expand to other mexes
- Doesn't link their mexes together to maximize overdrive efficiency
- Doesn't reclaim
- Doesn't build any defenses at all
- Picks one land factory type, and one sea factory type, and sticks with them, choosing one as their starting factory (which they'll rebuild as soon as possible if destroyed), and not building any other factories
- Doesn't build caretakers or additional constructors
- Will not build heavy units until after 20 minutes pass by in-game
- Will never build cloaked units (except for cheap scouts, raiders, or constructors)
- Sends out individual units to attack enemies
- Attacks enemies without regard for the presence of any defenses the enemy has
- Doesn't retreat damaged units or constructors if under attack
- Doesn't adapt to player unit mix at all
Very Easy: (A bit less of a pushover, since it now builds caretakers and constructors to speed up construction and production, along with defenses to protect its base)
- Plays the role of a turtle by focusing almost solely on fortifying their base (and biding their time until they have a superweapon or strider built)
- Doesn't expand to other mexes
- Doesn't link their mexes together to maximize overdrive efficiency
- Doesn't reclaim
- Picks one land factory type, and one sea factory type, and sticks with them, choosing one as their starting factory (which they'll rebuild as soon as possible if destroyed), and not building any other factories
- Does build caretakers or additional constructors, but only for assisting its current factory or base construction jobs
- Does build defenses to fortify their base, though doesn't build shields, anti-nukes, sneaky petes, or radar or sonar even (so it'll be vulnerable to submerged units)
- Builds anti-air, even when the enemy has no air units or factories on the battlefield
- Will not build heavy units until after 16 minutes pass by in-game
- Will not build cloaked units (except for cheap scouts, raiders, or constructors) until after 8 minutes pass by in-game
- Sends out individual units to attack enemies
- Attacks enemies without regard for the presence of any defenses the enemy has
- Doesn't retreat damaged units or constructors if under attack
- Doesn't adapt to player unit mix at all
Somewhat Easy: (Starts to expand to other mexes, albeit recklessly, and will now try to build striders and cloaked units)
- Recklessly tries to claim as many mexes as it can
- Builds additional constructors for claiming mexes
- Doesn't link their mexes together to maximize overdrive efficiency
- Doesn't reclaim
- Picks one land factory type, and one sea factory type, and sticks with them, choosing one as their starting factory (which they'll rebuild as soon as possible if destroyed), and not building any other factories with the exception of strider hubs (which they'll start building after 20 minutes pass)
- Does build caretakers, but only for assisting its current factory or base construction jobs
- Does build defenses to fortify their base, and radar and sonar to detect enemies earlier, though doesn't build shields, anti-nukes, or sneaky petes
- Builds anti-air, even when the enemy has no air units or factories on the battlefield
- Will not build heavy units until after 12 minutes pass by in-game
- Will not build cloaked units (except for cheap scouts, raiders, or constructors) until after 6 minutes pass by in-game
- Doesn't bother to protect its constructors with escorting units while claiming mexes
- Doesn't bother to protect its mexes from being raided (unless they're close to their spawn point)
- Sends out individual units to attack enemies
- Attacks enemies without regard for the presence of any defenses the enemy has
- Doesn't retreat damaged units or constructors if under attack
- Doesn't adapt to player unit mix at all
Slightly Easy: (Although still a reckless expansionist, it starts to learn about the importance of attacking players with larger raiding parties of units, and finding and exploiting weaknesses in enemies' defenses, rather than needlessly sending individual units to die)
- Recklessly tries to claim as many mexes as it can
- Builds additional constructors for claiming mexes
- Doesn't link their mexes together to maximize overdrive efficiency
- Doesn't reclaim
- Picks one land factory type, and one sea factory type, and sticks with them, choosing one as their starting factory (which they'll rebuild as soon as possible if destroyed), and not building any other factories with the exception of strider hubs (which they'll start building after 16 minutes pass)
- Does build caretakers, but only for assisting its current factory or base construction jobs
- Does build defenses to fortify their base, and radar and sonar to detect enemies earlier, though doesn't build shields, anti-nukes, or sneaky petes
- Doesn't build anti-air unless attacked by air units
- Will not build heavy units until after 8 minutes pass by in-game
- Will not build cloaked units (except for cheap scouts, raiders, or constructors) until after 6 minutes pass by in-game
- Doesn't bother to protect its constructors with escorting units while claiming mexes
- Doesn't bother to protect its mexes from being raided (unless they're close to their spawn point)
- Sends out small raiding parties of units to attack enemies
- Will try to avoid defenses when attacking
- Doesn't retreat damaged units or constructors if under attack
- Doesn't adapt to player unit mix at all (unless the player has air units)
Normal: (Although it somewhat reverts to more of a creeping turtle style of gameplay, it starts to realize the value of protecting undefended mexes, reclaiming wreckage, and retreating damaged and defenseless units so that they can be repaired, and may now build gunship or airplane plants to potentially throw enemy players off-guard. Meant to be a challenge befitting an intermediate-skilled player.)
- Cautiously tries to claim as many mexes as it can
- Builds additional constructors for claiming mexes
- Focuses on protecting each of its mexes with a single Lotus or Defender, then linking their mexes with other claimed mexes nearby to maximize overdrive efficiency, before moving on to claim other unclaimed mexes
- Will reclaim only if it's within their territory
- Picks one land factory type, and one sea factory type, and sticks with them, choosing one as their starting factory (which they'll rebuild as soon as possible if destroyed), and not building any other factories with the exception of strider hubs (which they'll start building after 16 minutes pass) and airplane or gunship plants (which they'll start building after 12 minutes pass)
- Will build caretakers at their base to repair damaged units, as well as to assist with factory production or base construction
- Will build all manner of defenses, except for sneaky petes
- Doesn't build anti-air unless attacked by air units
- Will not build heavy units until after 6 minutes pass by in-game
- Will not build cloaked units (except for cheap scouts, raiders, or constructors) until after 4 minutes pass by in-game
- Doesn't bother to protect its constructors with escorting units while claiming mexes
- Sends out small raiding parties of units to attack enemies
- Will try to avoid defenses when attacking
- Retreats damaged units if below 33% health
- Retreats constructors if under attack (unless they have escorts, or are trying to repair damaged structures within their main base)
- Doesn't adapt to player unit mix at all (unless the player has air units)
Slightly Hard: (Now it'll try to protect its constructors with a few escorts, and may now assault enemy mexes with larger raiding parties)
- Cautiously tries to claim as many mexes as it can
- Builds additional constructors for claiming mexes
- Focuses on protecting each of its mexes with a single Lotus or Defender, then linking their mexes with other claimed mexes nearby to maximize overdrive efficiency, before moving on to claim other unclaimed mexes
- Will reclaim only if it's within their territory
- Picks one land factory type, and one sea factory type, and sticks with them, choosing one as their starting factory (which they'll rebuild as soon as possible if destroyed), and not building any other factories with the exception of strider hubs (which they'll start building after 14 minutes pass) and airplane or gunship plants (which they'll start building after 10 minutes pass)
- Will build caretakers at their base to repair damaged units, as well as to assist with factory production or base construction
- Will build all manner of defenses, except for sneaky petes
- Doesn't build anti-air unless it detects enemy air units, or an enemy-controlled airplane or gunship plant
- Will not build heavy units until after 4 minutes pass by in-game
- Will not build cloaked units (except for cheap scouts, raiders, or constructors) until after 3 minutes pass by in-game
- Will try to protect its constructors with a handful of escorting units while claiming mexes
- Sends out small-to-moderate-sized raiding or assaulting parties of units to attack enemies
- Will try to avoid defenses when attacking
- Retreats damaged units if below 65% health, unless they're assaulting the enemy
- Retreats constructors if under attack (unless they have escorts, or are trying to repair damaged structures within their main base)
- Doesn't adapt to player unit mix at all (unless the player has air units)
Somewhat Hard: (This is where the AI should start playing like a seasoned rts player would, taking advantage of every game mechanic in the game, including stealth, mixing units from different factories, using transports effectively, playing a bit more unpredictably, and overall, applying lots of pressure towards enemy players. A fitting foe for a seasoned player that's adept at the game... and yet this AI could be improved upon more...)
- Aggressively tries to claim and secure as many mexes as it can
- Builds additional constructors for claiming mexes
- Focuses on protecting each of its claimed mexes with a single Lotus or Defender before moving on to claim other unclaimed mexes, only linking their claimed mexes together if there aren't any readily-available mexes to claim and secure
- May send constructors along with raiding or assaulting parties in order to reclaim wreckage on the fly
- Isn't restricted on what factories to produce, when to produce them, or even which factory to start with (except for strider hubs), so it can easily opt to mix and match units from multiple factories
- Will build caretakers at their base, and near mexes, to repair damaged units, as well as to assist with factory production or base construction
- Will build all manner of defenses
- Doesn't build anti-air unless it detects enemy air units, or an enemy-controlled airplane or gunship plant
- May build heavy or cloaked units at any time
- Will try to protect its constructors with a handful of escorting units while claiming mexes or reclaiming wreckage from the battlefield
- Sends out small-to-moderate-sized raiding or assaulting parties of units to attack enemies
- Will try to avoid defenses when attacking
- Retreats damaged units if below 65% health, unless they're assaulting the enemy
- Retreats constructors if under attack (except if they're reclaiming in the field, or trying to repair damaged structures)
- Doesn't adapt to player unit mix at all (unless the player has air units)
Very Hard: (What could make an already-challenging AI even more difficult without getting into cheating territory? How about actively trying to counter what the player already has on the field?)
- Aggressively tries to claim and secure as many mexes as it can
- Builds additional constructors for claiming mexes
- Focuses on protecting each of its claimed mexes with a single Lotus or Defender before moving on to claim other unclaimed mexes, only linking their claimed mexes together if there aren't any readily-available mexes to claim and secure
- May send constructors along with raiding or assaulting parties in order to reclaim wreckage on the fly
- Isn't restricted on what factories to produce, when to produce them, or even which factory to start with (except for strider hubs), so it can easily opt to mix and match units from multiple factories
- Will build caretakers at their base, and near mexes, to repair damaged units, as well as to assist with factory production or base construction
- Will build all manner of defenses
- Doesn't build anti-air unless it detects enemy air units, or an enemy-controlled airplane or gunship plant
- May build heavy or cloaked units at any time
- Will try to protect its constructors with a handful of escorting units while claiming mexes or reclaiming wreckage from the battlefield
- Sends out small-to-moderate-sized raiding or assaulting parties of units to attack enemies
- Will try to avoid defenses when attacking
- Retreats damaged units if below 65% health, unless they're assaulting the enemy
- Retreats constructors if under attack (except if they're reclaiming in the field, or trying to repair damaged structures)
- Actively changes production choices in response to what it has seen enemy players use on the field (for example, building riots to counter raiders, building skirmishers to counter riots or assaults, etc.)
Super Hard: (Finally, giving the AI what is essentially omniscience would probably be what would make it the most difficult opponent any player could ever face without delving into such cheats as artificial mass, energy, production, etc. handicaps)
- Aggressively tries to claim and secure as many mexes as it can
- Builds additional constructors for claiming mexes
- Focuses on protecting each of its claimed mexes with a single Lotus or Defender before moving on to claim other unclaimed mexes, only linking their claimed mexes together if there aren't any readily-available mexes to claim and secure
- May send constructors along with raiding or assaulting parties in order to reclaim wreckage on the fly
- Isn't restricted on what factories to produce, when to produce them, or even which factory to start with (except for strider hubs), so it can easily opt to mix and match units from multiple factories
- Will build caretakers at their base, and near mexes, to repair damaged units, as well as to assist with factory production or base construction
- Will build all manner of defenses
- Doesn't build anti-air unless it detects enemy air units, or an enemy-controlled airplane or gunship plant
- May build heavy or cloaked units at any time
- Will try to protect its constructors with a handful of escorting units while claiming mexes or reclaiming wreckage from the battlefield
- Sends out small-to-moderate-sized raiding or assaulting parties of units to attack enemies
- Will try to avoid defenses when attacking
- Retreats damaged units if below 65% health, unless they're assaulting the enemy
- Retreats constructors if under attack (except if they're reclaiming in the field, or trying to repair damaged structures)
- Actively changes production choices in response to what enemy players have on the field, even if they're not seen (for example, building riots to counter raiders, building skirmishers to counter riots or assaults, etc., even when they're hidden by an Eraser or Sneaky Pete)
- Knows where cloaked units are located, and will move units there to force them to reveal themselves.
And that's all for my opinion on what this game's AI should probably play like. Since I'm currently new to the game, I'm anticipating to see some suggestions for changes in AI behavior from more experienced players.