Can anyone give me the details about how the AI reinforcement system works?
Here is my understanding of it so far:
Every now and then, the AI gets some "reinforcement points" that it needs to spend on, well, reinforcements. How much it gets every time is scaled with difficulty (higher difficulty = more reinforcement points) and the AI type (turtles get a large multiplier; defensive focused, like entrenched homeworlder and support corps, get a moderate multiplier; offensive focused, like mad bomber and viscous raider, get a penalty; AIs with a "balanced" offense/defense balance get the normal amount).
On top of this, each planet has a "max points that can spent on each turn" which, in addition to being scaled by the above factors, is also scaled by the mk lvl. of that planet and possibly with how many reinforcement warp gates units + guard posts on that planet.
Finally, the "reinforcement point cost" of each ship is dependent on that ship's ship cap (generally, higher ship cap = cheaper, lower ship cap = more expensive), and a chunky multiplier to cost for every step up tech level (Mk. II costs like double or so of Mk. I, etc). On top of all this, is the type of ship. For example, Guardians cost a good chunk more, and Star ships cost MUCH more. And finally, certain ship types, like star ships, guardians, and some of the spire fleet ships, have a max-per-planet and a max-spawned-per-reinforcement.
Of course, there are the reinforcement restrictions. Such as, no guardians on player core-worlds (worlds next to player homes), no spawning higher Mk. ships than the planet's Mk lvl, even if you have the points to spare (higher level AIs and turtle AIs can break this rule to a degree, and Technologist AIs and The Core laugh at this rule), and so forth
Is there anything I got wrong or that I missed?