Unbroken wrote:For example, if the AI has a world under its control that is mineral Rich versus all its others which are Normal or Poor, it would realize, 'hey, this place is good for making metal compared to my other worlds, I'll apply a mining-world template here', which could be as simple as two mines and a farm.
This is, actually, almost exactly what it's currently doing. I think it still needs some sort of "soft cheating" to get it around situations where it doesn't happen to hit worlds that fit it's food or mining templates, and, the templates themselves probably need some tweaking.
But, basically, this is the approach I'm taking. The AI develops each world based mostly on what it looks like that world is good at, rather than trying to solve the much harder problem of balancing local production potential against other high-level strategic considerations.