So, at the moment the bot does nothing, however I'm going to base it on the design I partly implemented in my C++ bot before getting bored.
Defcon 5) Survey the globe, to account for different maps, the bot surveys the globe, basically moving through every point on the globe querying territory/ocean/land etc. Once this is done, do nothing
Defcon 4) Place units, you can see enemy buildings during defcon 4, so place radars first and if the enemy were stupid enough place in defcon5 you get an advantage over them. I don't know how I'll do the actual placement of buildings, probably broadly a star all the time, however I'm open to other suggestions.
Defcon 3... do stuff, I'm not much of a defcon player, so I'll need suggestions, or to make it up as I go along here
Advantages of AIs:
- They know stuff exactly, so for example they can fly planes just outside the range of your RADARs/Silos (once they've found them, of course).
They can micromanage, for example they can have constant fighter patrols around their territory, just outside enemy silo ranges and always making sure the planes land before they crash (this also applies to carriers ofc)
They can look at large data sets, for example if you sent in a few fighters which didn't see the enemy silo, you could probably pretty accurately work out its position from time for missiles to appear/direction of missiles etc.
Despite what I said in the other thread about real time tactics not beating strategy, I think a combination of these advantages, with good (if not excellent) strategy will be a reliable winner (prepares to eat his words in a few months time)