I'll preface by acknowledging the new 2.2 economy is far more intricate & complex than the typical 2-D econ of many strategy games including Supreme Commander. That being said... the Sorian AI mod was proof of what some investment by a single dev could really do with an AI. It didn't require cheats, omniscience, or exploits to wreak havoc, especially if left to its own devices for too long. It knew how to scout, how to fast-expand, and had the ability to decide when to tech up versus build wide in order to spam units. It could even try to decide whether to focus on land, air, or sea tech based on its starting location.
It featured multiple optimized build strats and tactics to employ, and would keep scouting and constantly securing map resources to ever increase the army and support bases it could field. It exploited the hell of of the multi-tasking capabilities of a computer back when dual-core was still common. It was programmed to deal with players turtling in their shield bubble bases which was incredible fun.
Ten years on strategy game AI doesn't even work on launch-day game versions, let alone employ optimized econ builds or any sort of variable tactics. A game with the economic complexities of Stellaris needs time to have its AI optimized far more than something like SupCom with its 2D economics. But it also needs variability to change things up, because as it is the AI can't do anything with "advanced start" disabled even with scaling cheats enabled and it is eminently predictable. I don't even build a navy anymore until an AI telegraphs its intentions by beginning to claim systems.
Speaking of tactics and strategies, Stellaris AI doesn't even target mega-structure systems or shipyards during war. Or it attacks planets when it doesn't have troops. The AI doesn't seem to have any plan whatsoever even in warfare and it really, really needs some. Dyson spheres and mattter decompressor systems should be the first thing to capture. (But even if it captures them, the awakened empire AI won't use them to build replacement ships.I gave it two in-game years and it never rebuilt its own fleet)
It featured multiple optimized build strats and tactics to employ, and would keep scouting and constantly securing map resources to ever increase the army and support bases it could field. It exploited the hell of of the multi-tasking capabilities of a computer back when dual-core was still common. It was programmed to deal with players turtling in their shield bubble bases which was incredible fun.
Ten years on strategy game AI doesn't even work on launch-day game versions, let alone employ optimized econ builds or any sort of variable tactics. A game with the economic complexities of Stellaris needs time to have its AI optimized far more than something like SupCom with its 2D economics. But it also needs variability to change things up, because as it is the AI can't do anything with "advanced start" disabled even with scaling cheats enabled and it is eminently predictable. I don't even build a navy anymore until an AI telegraphs its intentions by beginning to claim systems.
Speaking of tactics and strategies, Stellaris AI doesn't even target mega-structure systems or shipyards during war. Or it attacks planets when it doesn't have troops. The AI doesn't seem to have any plan whatsoever even in warfare and it really, really needs some. Dyson spheres and mattter decompressor systems should be the first thing to capture. (But even if it captures them, the awakened empire AI won't use them to build replacement ships.I gave it two in-game years and it never rebuilt its own fleet)