- for me it seems that the AI does a very bad job fighting against advent starbases. Upgraded with Meteors and a little bit mor hull and shield it looses always (regardless of its fleet size). So if you resarch meteors very fast you can sit back and watch the game without doing much for hours (on unfair!). I recently nearly won an unfair game (random medium map) without a single research done in fleet logistics!!! (using only culture and starbases) (i destroyed two of three opponents with culture alone, and only didn't finish it, because culture spread takes ages)
- in cases, where the AI simply can't win, it should at least do as much damage as possible, targeting logistic structures - and especially factories and trade ports (to cripple the opponents income and reinforcement building). At the moment, it always goes on suicide attacks vs. the defensive structures instead of ignoring them and destroy what you can without loss. The most glorious AI victory i have seen in entrenchment results in destroying a tiny resource extractor (and that for the price of a big fleet!)
- it should use caps like siege frigates for bombardment - instead of attacking starbases. Caps are much more resilient and have it easy to attack the planet from the starbase-free side. It would be very difficult to destroy them without a starbase in range or a fleet, if they keep bombarding while the rest of the fleet destroys the tacticals structures who could threaten the caps.
- the autoselection of attack targets is also not very clever - and makes me often very angry, when they attack something that doesn't matter, so i have to babysitt them for the whole battle (it would be good if you could configure the priority list for attacks for each unit stack (best inlcuding abilities they should use first - for example: always disable enemy heavy cruisers first - or disable all enemy hoshikos first and keep them disabled forever etc.) or at least globaly in the setup menu for each unit class). The simplest implementation by using the empire tree to give orders to the whole stack would does that trick, too! (Click my fighters, right click on enemy siege frigate stack and have them attack until the complete stack is destroyed - then continue with the next stack of the same type - same for abilities. if i select a stack of dominas and use their disable-ability on another stack they should disable the whole enemy stack as commanded and NOT only the first stackitem and then doing something stupid again unit i find the time to babysit them (for example if I have 20 dominas vs. 10 enemy units - the first 10 dominas should use their ability, while the other 10 dominas wait until the disable ability runs out, then cast it immediatly, then wait for the next cycle while the first 10 dominas take over again))
For Example I build lots of Fighters to attack the siege frigats that are now flying to the unprotected side of my planets - BUT - the fighters prefer to attack everything else, ignoring that my planet dies by bombardment. I have to select the fighters manually and send them to the siege frigates for each and every siege frigate - very annoing!!! If there are no siege frigates or the planet is still very healthy - fighters should first destroy enemy scout ships when i have mines deployed - to protect the mines from detection. Instead I always find that my fighters go into stupid dog fights against other fighters (that are no threat at all).