I've played many games from "tough" to suicidal in sandbox mode (not metaverse, could care less) and invariably the ai always makes the same mistakes that don't provide the challenge they were designed for. There are quite a few of these, from underestimating the military or potential military might of their opponents (which might be corrected at least partially by changing the military might calculation as per this thread
Link To declaring wars that they aren't prepared to fight (the entire concept of sneak attack escapes them). Features that would incorporate ai changes that would make them effective at evaluating targets properly and gearing up for war, including creating battle fleets outside of sensor range complete with transports ready to invade all bordering worlds within 1 or 2 turns of declaring war, would be welcome additions but probably furthur off than we'd like them to be, realistically speaking.
Instead, my suggestion is a seemingly simple one and it's been said before but I'd like to elaborate on why the change would make the ai much more effective. The change I'm talking about is battle sequence...attackers shoot first, and defenders respond after taking losses, also known as first strike. In this, the current battle system, defenders really get the shaft...often taking losses to half their fleet or more before being able to respond. This by itself is not particularly bad, if there were two human players waging war this way it would be a real cat and mouse game as we each tried to get first strike on the other. The real problem is that the ai doesn't "get it". They build slow fleets, they turtle their ships on planets to defend rather than taking those ships out to engage the enemy, etc. So rather than change the ai with complex code to understand and fully take advantage of first strike...remove the game mechanic altogether and give defending ships the ability to fire before they die. It would be no more difficult than adding a flag to a defending ship that took enough damage to kill it (marked for death) it then gets to return fire along with all it's buddies before finally exploding. In short, attacking and defending fleets would effectively be firing simultaneously...sometimes resulting in complete destruction on both sides, yes, but also giving defending fleets the firepower that was robbed of them because they died without ever firing a shot.
Currently, most players seem to value speed highly...something that I also do, and probably would continue to value even after this change. I like having a mobile and flexible military that can respond effectively to threats. I also like having my newly built ships being able to reach the front lines within a few turns. Currently though, speed isn't just a benefit...it's THE deciding issue to who wins any particular engagement...Attackers win, usually overwhelmingly (especially mid-late game), all else being equal.
Though the ai could be better at building it's ships more often (said before), once designed they are actually quite effective...if only they get to fire. Most of the time, they don't. They also tend to leave their ships on their planet to defend when invaded (something human players do NOT do currently)...a competent and useful strategy in most games, just not this one. When left to defend their ships become nothing more than a minor annoyance, even if more powerful overall than the attacking fleet. Which actually leads to one other point.
Orbital fleet managers are redundant and should be removed from the game. There is no justifiable reason that ships shouldn't be able to defend in a fleet without a planet improvement. While the ai does build this somewhere around mid-late game...the planets he does not build this on aren't just easy to kill, but laughably so. The human players do NOT build this improvement currently (or I don't at least) since as stated before, they are only useful when defending and defenders get the shaft currently, so instead we pull our ships out into a fleet and attack the invaders. You could get the ai to learn to do this, or you could just change the game mechanic to reward their current behavior, I suggest the latter.
To sum up
- make ships on both sides fire simutaneously
- Allow fleets over a planet to defend using the current logistics ability by default
The end result would make the current ai behavior make much more sense, and create more challenge. Invading ai attackers wouldn't be able to be picked off with fast fleets that pack a punch but have no defenses to speak of. Taking over ai planets will be much more difficult and you might actually incur losses while doing so. All without changing a thing regarding ai behavior.
If the ai can't take advantage of the system, but the players can, then the system needs to be changed.