Ive let bots battle eachother and noted some things that happened. Ofcourse different maps or opponents will give different results but this could give insights on the AI. I share my thoughts, but they are your bots, so pick and use the findings you like.
At some point I tought it was good to note which side was who, and some things I started noticing later on so I didnt note everything. Also I quitted some games that seem stalemated so some numbers are just a reflection of the moment (still usefull hopefully)
Games played using the AI from CZ45, version: Sat Dec 27, 2014 8:05 pm
Troop vs Noob - Chokepoint (4pl), $20.000 MCV Only, Unrestricted
Troop builds tons of riflemen, repels attacks and sometimes throws an attack eventually swarming the Noob.
- Troop: good powermanagement, only riflemen, 2 harvesters, some defense, no anti-air defense
- Noob: good powermanagement, nice simple attacks of varied light units, 2 harvesters, some (air) defense
Longbow vs Passive - Forest Path (2pl), $5000, light support, Unrestricted
Longbow builds many tanks, incl artillery. Passive builds a varied base, then the game crashed
- Passive: builds Naval base several times without being able to place it?, to much power, rarily (air) defense, uses the spy plane effectively, missile silo
- Longbow: allmost identical to other game: alot of tanks, etc.
Longbow vs Light - Keep of the grass 2 (2pl), $10.000, MCV Only, Unrestricted
Longbow seemed to eventually overrun light, but it could take looong.
- Longbow (allies) builds Naval base several times without being able to place it?, to much powerplants (750/2000), didnt buy air units did buy alot of tanks inc artillery, 6 harvesters, some (air defense), missile silo but never throws Atom Bomb
- Light (soviet) sometimes build naval base, good powermanagement, throws in a couple tanks and men, 12 harvesters, some (air) defense, tech center + 11 airfields. Never used spy plane/paratroopers
Varied vs IvanDayCrazy - Singles (2pl), $20.0000, heavy support, Unrestricted
Both players couldnt really hurt eachother. Ivans trucks often murdered the rest of his units. He was a tad more agressive than varied though.
- Varied(allies) builds naval bases several times without being able to place it?, to much power (500/1000), builds some men and tanks but hardly attacks, 5 harvesters, some (air) defense, units respond to attack on base, tech center, missile silo
- IvanDayCrazy (soviet) builds Naval base several times without being able to place it?, to much powerplants (950/2300), builds infantry and tanks and sometimes attacks with a bunch, 5 harvesters, some (air) defense, units respond to attack on base, tech center, missile silo, didnt use his spy plane/paratroopers
Defensive vs Unconventional - Keep of the grass 2 (2pl), $5.000, Heavy support, Unrestricted
Defensive hardly attacks and Unconventional was to weak to bring anything serious.
- Defensive - (soviet) builds Naval base several times without being able to place it?, to much powerplants, builds alot of tanks and infantry at base, some (air) defense, tech center, missile silo
- Unconventional (allied) to much powerplants (650/1300), builds varied odd units and attacks, 3 harvesters, some (air) defense, tech center, missile silo
Tank vs Air - Chokepoint (4pl), $20.000 MCV Only, Unrestricted
The game of stalemated because none could really crash through. Tank was a tad strongers as its AA guns ripped down the groups of helicopters.
- Tank: to much powerplants (700/1900), groups of light tanks and couple diff infantry, 8 harvesters, some (air) defense, units respond well to an attack on base
- Air: to much power plants (1100/3000), groups of hinds/longbow, 9 harvesters, solid amount of static (air) defense, builds 3 naval yards, units respond well to attacks on the base
General ideas on improvements
-Troop Also build some other infantry, like rocket soldiers and other usefull units (no spy, engineer, etc) Do build a tech center, and perhaps a missile silo after a long time? Units seemed not to respond on an attack
-Air Turn down naval a little bit, some Naval (units) is fine though. And more air units and less power

-Noob Units seemed not to respond on attack on their base, but maybe that is because its a noob “:)
-Passive Well, its passive, but I guess that is what it needs to be

-Longbow Seems to be broken as it doesnt produce any flying units, but it does hurl out nice waves of enemies!
-Light Well, it is light

Builds alot of useless stuff. But that is perhaps what a light player does.
-Defensive Does what it does properly. To bad of those worthless naval bases it keeps on building
-Unconventional Does what i needs properly, less powerplants would be good
-Tank Increase the production of heavier tanks, less powerplants
-Varied Seemed a bit passive, although it does build varied.
-IvanDayCrazy More effecient building could improve this AI
Other thoughts:
After 34 minutes the Tank and Air AI stopped building any structures, and only builded helicopters or tanks, although they had money left. With excess money either some static defense or a couple infantry would make it stronger.
It could be that I played too short games (or I quitted because of a seemingly stalemated game, but none of the AI build the Iron Curtain or Chronosphere. Is that on purpose?