Judging by the Gameplay.constants file (which may be only a small part of the picture), the different AI types have different 'weightings' for different types of action. Here's the relevant section: playerAISharedDef table-Aggressive BuildShip 10 BuildModuleTactical 2 BuildModuleCivilian 1 BuildModuleResearch 1 UpgradeResearch 2 UpgradePlanetArtifactLevel 1 UpgradePlanetPopulation 1 UpgradePlanetInfastructure 1 MaxBountyBidCount 5 table-Defensive BuildShip 5 BuildModuleTactical 5 BuildModuleCivilian 1 BuildModuleResearch 1 UpgradeResearch 2 UpgradePlanetArtifactLevel 1 UpgradePlanetPopulation 1 UpgradePlanetInfastructure 3 MaxBountyBidCount 5 table-Research BuildShip 5 BuildModuleTactical 2 BuildModuleCivilian 2 BuildModuleResearch 2 UpgradeResearch 5 UpgradePlanetArtifactLevel 2 UpgradePlanetPopulation 1 UpgradePlanetInfastructure 2 MaxBountyBidCount 10 table-Economic BuildShip 5 BuildModuleTactical 2 BuildModuleCivilian 5 BuildModuleResearch 1 UpgradeResearch 2 UpgradePlanetArtifactLevel 2 UpgradePlanetPopulation 5 UpgradePlanetInfastructure 2 MaxBountyBidCount 15 Of course, without knowing exactly how the numbers are used, it's difficult to come to any definite conclusions.
Yeah, I can see differences here. I do scout a lot and try to physically see what is Ai is doing differently.
I guess I just expect to see the differences during gameplay.
For example:
Aggressor should attack often with huge numbers but little research
Fortifier should have small fleets, but totally fill up the tactical slots with defense on all planet making it hard to conquer them.
Researcher should have medium fleets, but fully powerful due to research and should aim for superweapons as quick as possible
Economist should have divided fleets and try to expand as quick as possible for most money. Then send a huge fully upgraded fleet to attac as they have the money to do so.
As it stand though, I don’t see a difference.