@SteelVolt I would like to inquire again which aspects of the AI are open to (heavy) modding. I understand the dynamic AI underpinning the game can be tweaked via changing the factors. What else is possible? The game can be divided up into several areas very important to the AI.
Production - Can we script build orders to trigger dynamically (usually in response to certain dates date/war/victory conditions), especially implementing new units and triggers? This is different from changing the weights of equipment.
Research - Dynamic triggers to rush ahead of time tech in response to battlefield conditions or national foci would be great here
Land Combat - I'm not hopeful for this since I understand this is much valuable in terms of IP, but anyway to tweak the combat AI especially with regards to stance (seems to be gone now), and deployment orders?
Naval Combat - Are we free to define fleets types, patrol areas and/or missions for the AI to follow?
Air combat - Similar to naval combat, what's the potential for modding
Lastly since no one has asked yet, what language are we looking at when coding scripts for the AI to follow?
Generally speaking, I think the more exposed the AI logic is to tweaking especially the subroutines, the better the game will age with mods. If possible try to let us have access to the underlying logic rather than just the 200+ triggers/modifiers/factors involved!