And if you don't bomb the home planet: just played an ai where I wiped out the home planets entire infrastructure while the ai was distracted fighting some ice planet of mine elsewhere
It seems that whoever programmed this AI: 1) Didn't build the AI to be adaptable or 2) Built the AI to be adaptable, but failed to throw in a module for pirate base destruction. or 3) Made a stupid, scripted AI, that isn't adaptable, isn't modulated because its scripted, and failed to throw in a script for pirate base destruction.
I think 3) is the situation in most cases (though I haven't played enough sin games to be sure it's the case here), and it torques me off. Programming an AI is challenging, fun, and potentially elegant, and any programmer who settles for a script instead of something that can learn and adapt either doesn't have the time to do so, or is just simply unimaginative.
Note: Not sure if the adaptable AI is possible to build without a good understanding of object oriented programming, and a mathematical foundation in linear algebra and probability. The oop is needed to build complex code, and to get away from scripted behavior. The foundation in linear algebra is useful to thoroughly analyze economic data as well as defensive and offensive data for pivot points. And probability is useful for building a probabilistic model or memory for adaptability (though creativity will do just as well here).
As a further note: Linear algebra could be a good method to analyze a game before it even ships for balance issues. Just find those pivot points, and you've found the crux points upon which the game hangs.