You can fix a ton of problems with AI decisions without going minmax. Sure, a lot of stuff is begging for minmaxing because the game balance is busted (missiles suck; long range alpha strike is king, weapons that do too much damage don't allow a retreat chance, etc; it gets better sometimes e.g. with strike craft being viable now, but it's not there yet). However, there's also a lot of choices that are just
clearly dumb such that it's immersion-breaking to see in a game because only artificially stupid players would ever do them. For example, disrupters being mixed with non-penetrating weapons is a constant problem that really needs to be addressed.
In fact, if anything I'd say the AI's problem is sometimes that it
does minmax, and is just extremely bad at it. For example, going 100% one weapon type is sometimes justifiable when that weapon is extremely good with no real downsides (looking at you, Neutron Launcher), or even necessary when the weapon doesn't synergize with anything but itself (disruptors), but it's extremely stupid to do it with e.g. autocannons or plasma, given how trivial they are to counter. Going 100% on a single defense is similarly bad.
It's one thing to say "the AI favors certain offense/defense/etc. types", and honestly that's mostly OK as long as they aren't missiles (which are usually much too easy to counter right now; either bump their ability to penetrate PD or make swarm missiles both better and more likely to be used against PD/strike craft), but it should be implemented as "the AI prioritizes picking techs and hulls for those weapons" and "all else being equal, the AI uses those weapons preferentially". It should
not mean any of:
- The AI favors their preferred weapons even when they are significantly worse, due to tech that the AI player has, than alternatives.
- The AI splashes a little of their preferred weapon type into ships, or even fleets, where it has no synergy and basically wrecks their effectiveness (see: disruptors).
- The AI exclusively using kinetics (even assuming that their kinetics are better than any other weapon tech they have!) after their opponent switches over to exclusively using armor, or similar "optimize for failing against enemy defenses" situations.
- The AI ever exclusively uses kinetics or laser/plasma except in response to an enemy being equally stupid with their defensive mix first.
- The reverse of the two items above, for AI defense choices.
Instead, what I'd really like to see:
- AIs that like penetrating weapons start designing their whole ships around them earlier than otherwise (this probably still doesn't mean "in the first 50 years", though, when hulls are strong but shields and armor suck! And it definitely doesn't mean "throws a disruptor onto an otherwise conventional-weapon ship!")
- AIs that like particular offense/defense mixes preferentially pick fights with other AIs whose preferences are weak to their own, and try to make nice with the ones their preferences are weak to.
- AIs that favor strike craft absolutely rush cruiser/battleship tech, and mostly don't build smaller hulls anymore (perhaps actually disband smaller hulls) once they get it.
- AIs that favor shields prioritize reactor tech as well, since that's usually the limiting factor in how shielded a ship can be, while AIs that favor armor care less (but not much less) about reactors.
- The AI needs to stop putting swarm computers on ships already at their evasion cap, or picket computers on ships that already have 90+ tracking on their weapons (e.g. autocannons + sensors).
- AIs optimizing not just their offense/defense mix choices but also their hull/section choices for effect against their enemy. Go high-evasion or battleships-with-big-guns when the enemy brings the low-tracking guns, and vice versa; don't ever bring big guns to a fight against missile corvettes, or carrier battleships / missile corvettes to a fight against artillery battleships.
- AIs in general picking hulls sections that make sense for their offensive and defensive techs. I think (hope) that we're past the day of battleships sporting spinal bows with empty X slots because they didn't want to put a lance but didn't have anything else, but it gets more subtle than that too. If you have all three hull upgrades (cost&time, 2x hull strength) for corvettes and none of them for destroyers, you probably shouldn't use destroyers yet! If you insist on going missile-heavy, you should skip building destroyers entirely - including de-prioritizing all destroyer hull upgrades - unless you have the Menacing variant.
- Picking ship sections that make sense at all. Picket bows and non-picket sterns on destroyers is literally never a good combo; one S is never going to out-DPS two P and every other arrangement is strictly worse. Using one long-range section and then a bunch of short-range ones is pretty much always bad too, especially if you then use a long-range computer such that the short-range sections are just dead weight against long-range enemies.
Obviously, the balance stuff is not your wheelhouse (although I'd appreciate it if you poked the rest of the team about some of the dumber stuff, like picket bows being 3/4 the efficacy of the other types). However, making the AI act logically within that balance is something you can definitely do, and it doesn't require being perfectly optimal so much as just not being blatantly stupid, and especially not trivially exploitable.